mirror of
https://github.com/TerryCavanagh/VVVVVV.git
synced 2024-11-05 02:39:41 +01:00
58fc42b638
This changes the name from "Warpzone" to "Warp Zone", like it properly should be. This is the name that gets displayed in your save file.
1611 lines
59 KiB
ActionScript
1611 lines
59 KiB
ActionScript
package {
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import flash.display.*;
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import flash.geom.*;
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import flash.events.*;
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import flash.net.*;
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public class mapclass extends Sprite {
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public function mapclass():void {
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//Start here!
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r = 196; g = 196; b = 196;
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colstate = 0; colstatedelay = 0; colsuperstate = 0;
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spikeleveltop = 0; spikelevelbottom = 0;
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warpx = false; warpy = false;
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extrarow = 0;
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showteleporters = false; showtargets = false; showtrinkets = false;
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finalmode = false; finalstretch = false;
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finalx = 50; finaly = 50;
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cursorstate = 0; cursordelay = 0;
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final_colormode = false; final_colorframe = 0; final_colorframedelay = 0;
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final_mapcol = 0;
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final_aniframe = 0; final_aniframedelay = 0;
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rcol = 0;
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//This needs to be in map instead!
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invincibility = false;
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//We init the lookup table:
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for (i = 0; i < 30; i++) {
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vmult.push(int(i * 40));
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teleporters.push(new Point());
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shinytrinkets.push(new Point());
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}
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//We create a blank map
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for (j = 0; j < 30; j++) {
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for (i = 0; i < 40; i++) {
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contents.push(int(0));
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optimiser.push(int(0));
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}
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}
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for (j = 0; j < 20; j++) {
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for (i = 0; i < 20; i++) {
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areamap.push(0);
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roomdeaths.push(0);
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roomdeathsfinal.push(0);
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explored.push(0);
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}
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}
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tileset = 0;
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initmapdata();
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for (i = 0; i < 8; i++) {
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specialnames.push(new String);
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}
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resetnames();
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//roomtext
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for (i = 0; i < 40; i++) {
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roomtextx.push(int(0));
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roomtexty.push(int(0));
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roomtext.push(new String);
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}
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//here
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roomtexton = false; roomtextnumlines = 0;
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//Areamap starts at 100,100 and extends 20x20
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realtmap = new Array();
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realtmap.push("1,2,2,2,2,2,2,2,0,3,0,0,0,4,4,4,4,4,4,4");
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realtmap.push("1,2,2,2,2,2,2,0,0,3,0,0,0,0,4,4,4,4,4,4");
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realtmap.push("0,1,0,0,2,0,0,0,0,3,0,0,0,0,4,4,4,4,4,4");
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realtmap.push("0,0,0,0,2,0,0,0,0,3,0,0,5,5,5,5,4,4,4,4");
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realtmap.push("0,0,2,2,2,0,0,0,0,3,11,11,5,5,5,5,0,0,0,0");
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realtmap.push("0,0,0,0,0,0,0,0,0,3,5,5,5,5,5,5,0,0,0,0");
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realtmap.push("0,0,0,0,0,0,0,0,0,3,5,5,5,5,5,5,5,0,0,0");
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realtmap.push("0,0,0,0,0,0,0,0,0,3,5,5,5,5,5,5,5,5,5,0");
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realtmap.push("0,0,0,0,0,0,0,0,0,3,0,0,0,5,5,5,5,5,5,0");
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realtmap.push("0,0,0,0,0,0,0,0,11,3,0,0,0,5,5,5,5,5,5,0");
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realtmap.push("0,0,0,0,0,0,0,0,0,3,0,0,0,5,5,5,5,5,5,0");
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realtmap.push("0,0,0,0,0,0,0,0,0,3,0,5,5,5,5,5,5,5,5,0");
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realtmap.push("0,0,0,0,0,0,0,0,0,3,0,5,5,5,5,5,5,0,5,0");
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realtmap.push("0,0,0,0,0,0,0,0,0,3,0,5,5,5,5,5,5,0,5,0");
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realtmap.push("0,0,0,0,0,0,0,0,0,3,0,5,5,0,0,0,0,0,5,0");
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realtmap.push("0,0,0,0,0,0,0,2,0,3,0,0,0,0,0,0,0,0,0,0");
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realtmap.push("0,0,2,2,2,2,2,2,0,3,0,0,0,0,0,0,0,0,0,0");
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realtmap.push("0,2,2,2,2,2,2,2,0,3,0,0,0,0,0,0,0,0,0,0");
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realtmap.push("2,2,2,2,2,0,0,2,0,3,0,0,0,0,0,0,0,0,0,0");
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realtmap.push("2,2,2,2,2,0,0,2,0,3,0,0,0,0,0,0,0,0,0,0");
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fillareamap(realtmap);
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}
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public function RGB(red:Number,green:Number,blue:Number):Number{
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return (blue | (green << 8) | (red << 16))
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}
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public function intpol(a:int, b:int, c:Number):int {
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return int(a + ((b - a) * c));
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}
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public function setteleporter(t:int, x:int, y:int):void {
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teleporters[t].x = x; teleporters[t].y = y;
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}
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public function settrinket(t:int, x:int, y:int):void {
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shinytrinkets[t].x = x; shinytrinkets[t].y = y;
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}
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public function resetmap():void {
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//clear the explored area of the map
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for (j = 0; j < 20; j++) {
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for (i = 0; i < 20; i++){
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explored[i + (j * 20)] = 0;
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}
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}
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}
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public function resetnames():void {
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//Reset all the special names
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specialnames[0] = "Rear Window";
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specialnames[1] = "On the Waterfront";
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specialnames[2] = "The Untouchables";
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specialnames[3] = "Television Newsveel";
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specialnames[4] = "Vwitched";
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specialnames[5] = "Gvnsmoke";
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specialnames[6] = "Please enjoy these repeats";
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specialnames[7] = "Try Jiggling the Antenna";
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glitchmode = 0; glitchdelay = 0;
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}
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public function transformname(t:int):void {
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//transform special names into new ones, one step at a time
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/*
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if (specialnames[3] == "") { specialnames[3] = ;
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}else if (specialnames[3] == "") { specialnames[3] = ;
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}
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*/
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glitchdelay--;
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if(glitchdelay<=0){
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switch(t) {
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case 3:
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//Television Newsveel -> The 9 O'Clock News
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if (specialnames[3] == "Television Newsveel") { specialnames[3] = "Television Newsvel";
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}else if (specialnames[3] == "Television Newsvel") { specialnames[3] = "TelevisvonvNewsvel";
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}else if (specialnames[3] == "TelevisvonvNewsvel") { specialnames[3] = "TvlvvvsvonvNevsvel";
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}else if (specialnames[3] == "TvlvvvsvonvNevsvel") { specialnames[3] = "vvvvvvsvovvNe svel";
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}else if (specialnames[3] == "vvvvvvsvovvNe svel") { specialnames[3] = "vhv vvv'vvovv vevl";
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}else if (specialnames[3] == "vhv vvv'vvovv vevl") { specialnames[3] = "vhv V v'Cvovv vewv";
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}else if (specialnames[3] == "vhv V v'Cvovv vewv") { specialnames[3] = "vhe 9 v'Cvovv vewv";
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}else if (specialnames[3] == "vhe 9 v'Cvovv vewv") { specialnames[3] = "vhe 9 v'Cvovv Newv";
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}else if (specialnames[3] == "vhe 9 v'Cvovv Newv") { specialnames[3] = "The 9 O'Cvovk Newv";
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}else if (specialnames[3] == "The 9 O'Cvovk Newv") { specialnames[3] = "The 9 O'Clock News";
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}
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break;
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case 4:
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//Vwitched -> Dial M for Murder
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if (specialnames[4] == "Vwitched") { specialnames[4] = "Vwitvhed";
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}else if (specialnames[4] == "Vwitvhed") { specialnames[4] = "vVwivcvedv";
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}else if (specialnames[4] == "vVwivcvedv") { specialnames[4] = "vvvwMvcvMdvv";
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}else if (specialnames[4] == "vvvwMvcvMdvv") { specialnames[4] = "DvvvwMvfvvMdvvv";
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}else if (specialnames[4] == "DvvvwMvfvvMdvvv") { specialnames[4] = "Dvav Mvfvr Mdvvvv";
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}else if (specialnames[4] == "Dvav Mvfvr Mdvvvv") { specialnames[4] = "Diav M for Mdrver";
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}else if (specialnames[4] == "Diav M for Mdrver") { specialnames[4] = "Dial M for Murder";
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}
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break;
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case 5:
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//Gvnsmoke -> Gunsmoke 1966
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if (specialnames[5] == "Gvnsmoke") { specialnames[5] = "Gvnsmove";
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}else if (specialnames[5] == "Gvnsmove") { specialnames[5] = "Gvnvmovevv";
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}else if (specialnames[5] == "Gvnvmovevv") { specialnames[5] = "Gunvmove1vv6";
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}else if (specialnames[5] == "Gunvmove1vv6") { specialnames[5] = "Vunsmoke 19v6";
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}else if (specialnames[5] == "Vunsmoke 19v6") { specialnames[5] = "Gunsmoke 1966";
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}
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break;
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case 6:
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//Please enjoy these repeats -> In the Margins
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if (specialnames[6] == "Please enjoy these repeats") { specialnames[6] = "Please envoy theve repeats";
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}else if (specialnames[6] == "Please envoy theve repeats") { specialnames[6] = "Plse envoy tse rvpvas";
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}else if (specialnames[6] == "Plase envoy these rvpeas") { specialnames[6] = "Plse envoy tse rvpvas";
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}else if (specialnames[6] == "Plse envoy tse rvpvas") { specialnames[6] = "Vl envoy te rvevs";
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}else if (specialnames[6] == "Vl envoy te rvevs") { specialnames[6] = "Vv evo tv vevs";
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}else if (specialnames[6] == "Vv evo tv vevs") { specialnames[6] = "Iv vhv Mvrvivs";
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}else if (specialnames[6] == "Iv vhv Mvrvivs") { specialnames[6] = "In the Margins";
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}
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break;
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case 7:
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//Try Jiggling the Antenna -> Heaven's Gate
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if (specialnames[7] == "Try Jiggling the Antenna") { specialnames[7] = "Try Viggling the Antenna";
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}else if (specialnames[7] == "Try Viggling the Antenna") { specialnames[7] = "TryJivglvng theAvtevna";
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}else if (specialnames[7] == "TryJivglvng theAvtevna") { specialnames[7] = "Tvvivglvng thAvtvvv";
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}else if (specialnames[7] == "Tvvivglvng thAvtvvv") { specialnames[7] = "Vvvgglvnv tvnvva";
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}else if (specialnames[7] == "Vvvgglvnv tvnvva") { specialnames[7] = "Vvavvnvs vvtv";
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}else if (specialnames[7] == "Vvavvnvs vvtv") { specialnames[7] = "Veavvn's Gvte";
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}else if (specialnames[7] == "Veavvn's Gvte") { specialnames[7] = "Heaven's Gate";
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}
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break;
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}
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glitchdelay = 5;
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}else {
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glitchdelay--;
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}
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}
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public function getglitchname(x:int, y:int):String {
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//Returns the name in the final area.
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if (roomname == "glitch") {
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//8 Cases!
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//First, the three "glitches"
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glitchdelay--;
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if (glitchdelay <= -5) {
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glitchmode = (glitchmode + 1) % 2;
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glitchdelay = 0;
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if (glitchmode == 0) glitchdelay = 20 +int(Math.random() * 10);
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}
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if (x == 42 && y == 51) {
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if (glitchmode == 0) {
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return specialnames[0];
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}else return "Rear Vindow";
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}else if (x == 48 && y == 51) {
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if (glitchmode == 0) {
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return specialnames[1];
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}else return "On the Vaterfront";
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}else if (x == 49 && y == 51) {
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if (glitchmode == 0) {
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return specialnames[2];
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}else return "The Untouchavles";
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}
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}else if (roomname == "change") {
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if (finalstretch) {
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if (x == 45 && y == 51) transformname(3);
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if (x == 46 && y == 51) transformname(4);
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if (x == 47 && y == 51) transformname(5);
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if (x == 50 && y == 53) transformname(6);
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if (x == 50 && y == 54) transformname(7);
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}
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if (x == 45 && y == 51) return specialnames[3];
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if (x == 46 && y == 51) return specialnames[4];
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if (x == 47 && y == 51) return specialnames[5];
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if (x == 50 && y == 53) return specialnames[6];
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if (x == 50 && y == 54) return specialnames[7];
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return roomname;
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}else{
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return roomname;
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}
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return roomname;
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}
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public function initmapdata():void {
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//Set up static map information like teleporters and shiny trinkets.
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numteleporters = 17;
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setteleporter(0, 0, 0);
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setteleporter(1, 0, 16);
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setteleporter(2, 2, 4);
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setteleporter(3, 2, 11);
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setteleporter(4, 7, 9);
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setteleporter(5, 7, 15);
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setteleporter(6, 8, 11);
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setteleporter(7, 10, 5);
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setteleporter(8, 11, 4);
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setteleporter(9, 13, 2);
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setteleporter(10, 13, 8);
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setteleporter(11, 14, 19);
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setteleporter(12, 15, 0);
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setteleporter(13, 17, 12);
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setteleporter(14, 17, 17);
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setteleporter(15, 18, 1);
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setteleporter(16, 18, 7);
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numshinytrinkets = 18;
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settrinket(0, 14, 4);
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settrinket(1, 13, 6);
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settrinket(2, 11, 12);
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settrinket(3, 15, 12);
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settrinket(4, 14, 11);
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settrinket(5, 18, 14);
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settrinket(6, 11, 7);
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settrinket(7, 9, 2);
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settrinket(8, 9, 16);
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settrinket(9, 2, 18);
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settrinket(10, 7, 18);
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settrinket(11, 6, 1);
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settrinket(12, 17, 3);
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settrinket(13, 10, 19);
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settrinket(14, 5, 15);
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settrinket(15, 1, 10);
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settrinket(16, 3, 2);
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settrinket(17, 10, 8);
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}
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public function finalat(x:int, y:int):int {
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//return the tile index of the final stretch tiles offset by the colour difference
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if (contents[x + vmult[y]] == 740) {
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//Special case: animated tiles
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if (final_mapcol == 1) {
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return contents[x + vmult[y]] - (final_mapcol * 3) + (int(Math.random()*12)*40);
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}else{
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return contents[x + vmult[y]] - (final_mapcol * 3) + (final_aniframe * 40);
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}
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}else if (contents[x + vmult[y]] >= 80) {
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return contents[x + vmult[y]] - (final_mapcol * 3);
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}else {
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return contents[x + vmult[y]];
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}
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return 0;
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}
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public function maptiletoenemycol(t:int):int {
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//returns the colour index for enemies that matches the map colour t
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switch(t) {
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case 0: return 11; break;
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case 1: return 6; break;
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case 2: return 8; break;
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case 3: return 12; break;
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case 4: return 9; break;
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case 5: return 7; break;
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case 6: return 18; break;
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}
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return 11;
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}
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public function changefinalcol(t:int, obj:entityclass, game:gameclass):void {
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//change the map to colour t - for the game's final stretch.
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//First up, the tiles. This is just a setting:
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final_mapcol = t;
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temp = 6 - t;
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//Next, entities
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for (i = 0; i < obj.nentity; i++) {
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if (obj.entities[i].type == 1) { //something with a movement behavior
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if (obj.entities[i].animate == 10 || obj.entities[i].animate == 11) { //treadmill
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if(temp<3){
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obj.entities[i].tile = 907 + (temp * 80);
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}else {
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obj.entities[i].tile = 911 + ((temp-3) * 80);
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}
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if(obj.entities[i].animate == 10) obj.entities[i].tile += 40;
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}else if (obj.entities[i].isplatform){
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obj.entities[i].tile = 915+(temp*40);
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}else { //just an enemy
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obj.entities[i].colour = maptiletoenemycol(temp);
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}
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}else if (obj.entities[i].type == 2) { //disappearing platforms
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obj.entities[i].tile = 915+(temp*40);
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}
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}
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}
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public function setcol(r1:int, g1:int, b1:int, r2:int, g2:int, b2:int, c:int):void {
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r = intpol(r1, r2, c / 5);
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g = intpol(g1, g2, c / 5);
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b = intpol(b1, b2, c / 5);
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}
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public function updatetowerglow():void {
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if (colstatedelay <= 0 || colsuperstate > 0) {
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if (colsuperstate > 0) colstate--;
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colstate++; if (colstate >= 30) colstate = 0;
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check = colstate % 5; //current state of phase
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cmode = (colstate - check) / 5; // current colour transition
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switch(cmode) {
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case 0: setcol(255, 93, 107, 255, 255, 93, check); break;
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case 1: setcol(255, 255, 93, 159, 255, 93, check); break;
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case 2: setcol(159, 255, 93, 93, 245, 255, check); break;
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case 3: setcol(93, 245, 255, 177, 93, 255, check); break;
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case 4: setcol(177, 93, 255, 255, 93, 255, check); break;
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case 5: setcol(255, 93, 255, 255, 93, 107, check); break;
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}
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if (check == 0) {
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colstatedelay = 45;
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}else {
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colstatedelay = 0;
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}
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if (colsuperstate > 0) colstatedelay = 0;
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tdrawback = true;
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towercol = RGB(r*0.04, g*0.04, b*0.04);
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}else {
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colstatedelay--;
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}
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|
}
|
|
|
|
public function nexttowercolour():void {
|
|
colstate+=5; if (colstate >= 30) colstate = 0;
|
|
check = colstate % 5; //current state of phase
|
|
cmode = (colstate - check) / 5; // current colour transition
|
|
|
|
switch(cmode) {
|
|
case 0: setcol(255, 93, 107, 255, 255, 93, check); break;
|
|
case 1: setcol(255, 255, 93, 159, 255, 93, check); break;
|
|
case 2: setcol(159, 255, 93, 93, 245, 255, check); break;
|
|
case 3: setcol(93, 245, 255, 177, 93, 255, check); break;
|
|
case 4: setcol(177, 93, 255, 255, 93, 255, check); break;
|
|
case 5: setcol(255, 93, 255, 255, 93, 107, check); break;
|
|
}
|
|
|
|
tdrawback = true;
|
|
towercol = RGB(r*0.04, g*0.04, b*0.04);
|
|
}
|
|
|
|
public function settowercolour(t:int):void {
|
|
colstate=t*5; if (colstate >= 30) colstate = 0;
|
|
check = colstate % 5; //current state of phase
|
|
cmode = (colstate - check) / 5; // current colour transition
|
|
|
|
switch(cmode) {
|
|
case 0: setcol(255, 93, 107, 255, 255, 93, check); break;
|
|
case 1: setcol(255, 255, 93, 159, 255, 93, check); break;
|
|
case 2: setcol(159, 255, 93, 93, 245, 255, check); break;
|
|
case 3: setcol(93, 245, 255, 177, 93, 255, check); break;
|
|
case 4: setcol(177, 93, 255, 255, 93, 255, check); break;
|
|
case 5: setcol(255, 93, 255, 255, 93, 107, check); break;
|
|
}
|
|
|
|
tdrawback = true;
|
|
towercol = RGB(r*0.04, g*0.04, b*0.04);
|
|
}
|
|
|
|
public function spikecollide(x:int, y:int):Boolean {
|
|
if (invincibility) return false;
|
|
if (tower.at(x,y,0)>= 6 && tower.at(x,y,0) <= 11) return true;
|
|
return false;
|
|
}
|
|
|
|
public function collide(x:int, y:int):Boolean {
|
|
if (towermode) {
|
|
if (tower.at(x, y, 0) >= 12 && tower.at(x, y, 0) <= 27) return true;
|
|
}else if (tileset == 2) {
|
|
if (y == -1) return collide(x, y + 1);
|
|
if (y == 29+extrarow) return collide(x, y - 1);
|
|
if (x == -1) return collide(x + 1, y);
|
|
if (x == 40) return collide(x - 1, y);
|
|
if (x < 0 || y < 0 || x >= 40 || y >= 29 + extrarow) return false;
|
|
if (contents[x + vmult[y]] >= 12 && contents[x + vmult[y]] <= 27) return true;
|
|
if (invincibility) {
|
|
if (contents[x + vmult[y]] >= 6 && contents[x + vmult[y]] <= 11) return true;
|
|
}
|
|
}else {
|
|
if (y == -1) return collide(x, y + 1);
|
|
if (y == 29+extrarow) return collide(x, y - 1);
|
|
if (x == -1) return collide(x + 1, y);
|
|
if (x == 40) return collide(x - 1, y);
|
|
if (x < 0 || y < 0 || x >= 40 || y >= 29+extrarow) return false;
|
|
if (contents[x + vmult[y]] == 1) return true;
|
|
if (tileset==0 && contents[x + vmult[y]] == 59) return true;
|
|
if (contents[x + vmult[y]]>= 80 && contents[x + vmult[y]] < 680) return true;
|
|
if (contents[x + vmult[y]] == 740 && tileset==1) return true;
|
|
if (invincibility) {
|
|
if (contents[x + vmult[y]]>= 6 && contents[x + vmult[y]] <= 9) return true;
|
|
if (contents[x + vmult[y]]>= 49 && contents[x + vmult[y]] <= 50) return true;
|
|
if (tileset == 1) {
|
|
if (contents[x + vmult[y]]>= 49 && contents[x + vmult[y]] < 80) return true;
|
|
}
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
public function fillareamap(realtmap:Array):void {
|
|
var maprow:Array;
|
|
|
|
for (j = 0; j < 20; j++) {
|
|
maprow = new Array();
|
|
maprow = realtmap[j].split(",");
|
|
for (i = 0; i < 20; i++) {
|
|
areamap[i + (j * 20)] = maprow[i];
|
|
}
|
|
}
|
|
}
|
|
|
|
public function settile(xp:int, yp:int, t:int):void {
|
|
if (xp >= 0 && xp < 40 && yp >= 0 && yp < 29+extrarow) {
|
|
contents[xp + vmult[yp]] = t;
|
|
}
|
|
}
|
|
|
|
/*
|
|
* crazy old function
|
|
public function fillcontent(tmap:Array):void {
|
|
var maprow:Array;
|
|
|
|
for (j = 0; j < 29+extrarow; j++) {
|
|
maprow = new Array();
|
|
maprow = tmap[j].split(",");
|
|
for (i = 0; i < 40; i++) {
|
|
contents[i + vmult[j]] = maprow[i];
|
|
}
|
|
}
|
|
}
|
|
*/
|
|
|
|
public var currentrow:String;
|
|
public var currentrowlength:int;
|
|
public var startindex:int, endindex:int;
|
|
public var currentchar:String;
|
|
|
|
public function fillcontent():void {
|
|
//tmap is a 30 element array containing 30 strings, 40 characters long
|
|
//need to tokenize each string to extract each
|
|
for (j = 0; j < 29 + extrarow; j++) {
|
|
currentrow = tmap.contents[j];
|
|
currentrowlength = currentrow.length;
|
|
|
|
startindex = 0; endindex = 0;
|
|
i = 0;
|
|
|
|
//First 39 characters here
|
|
while (endindex < currentrowlength) {
|
|
currentchar = currentrow.substr(endindex, 1);
|
|
if (currentchar == ",") {
|
|
contents[i + vmult[j]] = int(currentrow.substr(startindex, endindex - startindex));
|
|
endindex++; startindex = endindex;
|
|
i++;
|
|
}
|
|
endindex++;
|
|
}
|
|
//Final character here
|
|
contents[i + vmult[j]] = int(currentrow.substr(startindex, endindex - startindex));
|
|
}
|
|
}
|
|
|
|
public function rn(rx:int, ry:int):int {
|
|
return rx + (ry * 100);
|
|
}
|
|
|
|
public function area(rx:int, ry:int):int {
|
|
if (finalmode) {
|
|
return 6;
|
|
}else {
|
|
if (rx - 100 >= 0 && rx - 100 < 20 && ry - 100 >= 0 && ry - 100 < 20) {
|
|
return areamap[(rx - 100) + ((ry - 100) * 20)];
|
|
}else{
|
|
return 6;
|
|
}
|
|
}
|
|
}
|
|
|
|
public function exploretower():void {
|
|
for (i = 0; i < 20; i++) {
|
|
explored[9 + (i * 20)] = 1;
|
|
}
|
|
}
|
|
|
|
public function hideship():void {
|
|
//remove the ship from the explored areas
|
|
explored[2 + (10 * 20)] = 0;
|
|
explored[3 + (10 * 20)] = 0;
|
|
explored[4 + (10 * 20)] = 0;
|
|
explored[2 + (11 * 20)] = 0;
|
|
explored[3 + (11 * 20)] = 0;
|
|
explored[4 + (11 * 20)] = 0;
|
|
}
|
|
|
|
public function showship():void {
|
|
//remove the ship from the explored areas
|
|
explored[2 + (10 * 20)] = 1;
|
|
explored[3 + (10 * 20)] = 1;
|
|
explored[4 + (10 * 20)] = 1;
|
|
explored[2 + (11 * 20)] = 1;
|
|
explored[3 + (11 * 20)] = 1;
|
|
explored[4 + (11 * 20)] = 1;
|
|
}
|
|
|
|
public function resetplayer(dwgfx:dwgraphicsclass, game:gameclass, obj:entityclass, music:musicclass):void {
|
|
if (game.roomx != game.saverx || game.roomy != game.savery) {
|
|
gotoroom(game.saverx, game.savery, dwgfx, game, obj, music);
|
|
}
|
|
|
|
game.deathseq = -1;
|
|
i = obj.getplayer();
|
|
if(i>-1){
|
|
obj.entities[i].vx = 0; obj.entities[i].vy = 0;
|
|
obj.entities[i].ax = 0; obj.entities[i].ay = 0;
|
|
obj.entities[i].xp = game.savex; obj.entities[i].yp = game.savey; obj.entities[i].dir = game.savedir;
|
|
obj.entities[i].colour = 0; game.lifeseq = 10; obj.entities[i].invis = true;
|
|
}
|
|
|
|
game.scmhurt = false; //Just in case the supercrewmate is fucking this up!
|
|
if (game.supercrewmate) {
|
|
if (game.roomx == game.scmprogress + 41) {
|
|
game.scmprogress = game.roomx - 41;
|
|
}else{
|
|
game.scmprogress = game.roomx - 40;
|
|
}
|
|
if (game.scmprogress != 0) {
|
|
game.scmmoveme = true;
|
|
}else {
|
|
game.scmmoveme = false;
|
|
}
|
|
}
|
|
}
|
|
|
|
public function warpto(rx:int, ry:int, t:int, tx:int, ty:int, dwgfx:dwgraphicsclass, game:gameclass, obj:entityclass, music:musicclass):void {
|
|
gotoroom(rx, ry, dwgfx, game, obj, music);
|
|
game.teleport = false;
|
|
obj.entities[t].xp = tx * 8; obj.entities[t].yp = (ty * 8) - obj.entities[t].h; game.gravitycontrol = 0;
|
|
}
|
|
|
|
public function gotoroom(rx:int, ry:int, dwgfx:dwgraphicsclass, game:gameclass, obj:entityclass, music:musicclass):void {
|
|
//First, destroy the current room
|
|
obj.removeallblocks();
|
|
game.activetele = false; game.readytotele = 0;
|
|
game.mobilequicksave_thisroom = false;
|
|
|
|
obj.opt_useblock = false;
|
|
obj.opt_usetrigger = false;
|
|
obj.opt_usedamage = false;
|
|
obj.opt_usedirectional = false;
|
|
obj.opt_usesafe = false;
|
|
obj.opt_useactivity = false;
|
|
|
|
//Ok, let's save the position of all lines on the screen
|
|
obj.nlinecrosskludge = 0;
|
|
for (i = 0; i < obj.nentity; i++) {
|
|
if (obj.entities[i].type == 9 && obj.entities[i].active) {
|
|
//It's a horizontal line
|
|
if (obj.entities[i].xp <= 0 || obj.entities[i].xp + obj.entities[i].w >= 312) {
|
|
//it's on a screen edge
|
|
obj.copylinecross(i);
|
|
}
|
|
}
|
|
}
|
|
|
|
for (i = 0; i < obj.nentity; i++) {
|
|
//Of course the player's always gonna be object zero, this is just in case
|
|
if (obj.entities[i].rule != 0) obj.entities[i].active = false;
|
|
}
|
|
obj.cleanup();
|
|
|
|
game.door_up = rx + ((ry - 1) * 100); game.door_down = rx + ((ry + 1) * 100);
|
|
game.door_right = rx + 1 + (ry * 100); game.door_left = rx -1 + (ry * 100);
|
|
|
|
if (rx < game.roomx) {
|
|
game.roomchangedir = 0;
|
|
}else {
|
|
game.roomchangedir = 1;
|
|
}
|
|
|
|
if (finalmode) {
|
|
//Ok, what way are we moving?
|
|
/*if (rx - finalx >= 1) finalx++;
|
|
if (rx - finalx <= -1) finalx--;
|
|
if (ry - finaly >= 1) finaly++;
|
|
if (ry - finaly <= -1) finaly--;*/
|
|
finalx = rx; finaly = ry;
|
|
game.roomx = finalx; game.roomy = finaly; game.roomchange = true;
|
|
rx = finalx; ry = finaly;
|
|
|
|
if (game.roomy < 10) {
|
|
game.roomy = 11; finaly = 11;
|
|
}
|
|
|
|
if(game.roomx>=41 && game.roomy>=48 && game.roomx<61 && game.roomy<68 ){
|
|
game.currentroomdeaths = roomdeathsfinal[game.roomx - 41 + (20 * (game.roomy - 48))];
|
|
}else {
|
|
game.currentroomdeaths = 0;
|
|
}
|
|
|
|
//Final level for time trial
|
|
if (game.intimetrial) {
|
|
if (game.roomx == 46 && game.roomy == 54) music.niceplay(15); //Final level remix
|
|
}
|
|
}else if (custommode){
|
|
game.roomx = rx;
|
|
game.roomy = ry;
|
|
game.roomchange = true;
|
|
if (game.roomx < 100) game.roomx = 100 + editor.mapwidth - 1;
|
|
if (game.roomy < 100) game.roomy = 100 + editor.mapheight - 1;
|
|
if (game.roomx > 100 + editor.mapwidth - 1) game.roomx = 100;
|
|
if (game.roomy > 100 + editor.mapheight - 1) game.roomy = 100;
|
|
}else {
|
|
game.roomx = rx; game.roomy = ry; game.roomchange = true;
|
|
if (game.roomx < 100) game.roomx = 119; if (game.roomy < 100) game.roomy = 119;
|
|
if (game.roomx > 119) game.roomx = 100; if (game.roomy > 119) game.roomy = 100;
|
|
|
|
game.currentroomdeaths = roomdeaths[game.roomx - 100 + (20 * (game.roomy - 100))];
|
|
|
|
//Alright, change music depending on where we are:
|
|
//Tower
|
|
if (game.roomx == 107 && game.roomy == 106) music.niceplay(4);
|
|
if (game.roomx == 107 && game.roomy == 107) music.niceplay(4);
|
|
if (game.roomx == 107 && game.roomy == 108) music.niceplay(4);
|
|
if (game.roomx == 107 && game.roomy == 109) music.niceplay(4);
|
|
if (game.roomx == 108 && game.roomy == 109) {
|
|
if (dwgfx.setflipmode) { music.niceplay(9);
|
|
}else{ music.niceplay(2); }
|
|
}
|
|
if (game.roomx == 109) {
|
|
if (dwgfx.setflipmode) { music.niceplay(9);
|
|
}else{ music.niceplay(2); }
|
|
}
|
|
//Warp Zone
|
|
if (game.roomx == 112 && game.roomy == 101) music.niceplay(4);
|
|
if (game.roomx == 113 && game.roomy == 101) music.niceplay(4);
|
|
if (game.roomx == 113 && game.roomy == 102) music.niceplay(4);
|
|
if (game.roomx == 114 && game.roomy == 101) music.niceplay(12);
|
|
if (game.roomx == 115 && game.roomy == 101) music.niceplay(12);
|
|
if (game.roomx == 115 && game.roomy == 102) music.niceplay(12);
|
|
//Lab
|
|
if (game.roomx == 101 && game.roomy == 115) music.niceplay(4);
|
|
if (game.roomx == 100 && game.roomy == 115) music.niceplay(4);
|
|
if (game.roomx == 101 && game.roomy == 116) music.niceplay(4);
|
|
if (game.roomx == 100 && game.roomy == 116) music.niceplay(4);
|
|
if (game.roomx == 102 && game.roomy == 116) music.niceplay(3);
|
|
if (game.roomx == 102 && game.roomy == 117) music.niceplay(3);
|
|
if (game.roomx == 101 && game.roomy == 117) music.niceplay(3);
|
|
//Space Station
|
|
if (game.intimetrial) {
|
|
if (game.roomx == 111 && game.roomy == 112) music.niceplay(1);
|
|
if (game.roomx == 111 && game.roomy == 113) music.niceplay(1);
|
|
if (game.roomx == 112 && game.roomy == 114) music.niceplay(1);
|
|
if (game.roomx == 112 && game.roomy == 115) music.niceplay(1);
|
|
}else{
|
|
if (game.roomx == 111 && game.roomy == 112) music.niceplay(1);
|
|
if (game.roomx == 111 && game.roomy == 113) music.niceplay(1);
|
|
if (game.roomx == 112 && game.roomy == 114) music.niceplay(4);
|
|
if (game.roomx == 112 && game.roomy == 115) music.niceplay(4);
|
|
}
|
|
//Leaving the Ship
|
|
if (game.roomx == 104 && game.roomy == 112) music.niceplay(4);
|
|
}
|
|
temp = rx + (ry * 100);
|
|
loadlevel(game.roomx, game.roomy, dwgfx, game, obj, music);
|
|
|
|
|
|
dwgfx.backgrounddrawn = false; //Used for background caching speedup
|
|
dwgfx.foregrounddrawn = false; //Used for background caching speedup
|
|
|
|
//a very special case: if entering the communication room, room 13,4 before tag 5 is set, set the game state to a background
|
|
//textbox thingy. if tag five is not set when changing room, reset the game state. (tag 5 is set when you get back to the ship)
|
|
if(!game.intimetrial){
|
|
if (obj.flags[5] == 0 && !finalmode) {
|
|
game.state = 0;
|
|
if (game.roomx == 113 && game.roomy == 104) {
|
|
game.state = 50;
|
|
}
|
|
}
|
|
}
|
|
|
|
//Ok, kludge to fix lines in crossing rooms - if we're intersecting a gravity line right now, let's
|
|
//set it to an inactive state.
|
|
|
|
//Alright! So, let's look at our lines from the previous rooms, and determine if any of them are actually
|
|
//continuations!
|
|
|
|
temp = obj.getplayer();
|
|
if(temp>-1){
|
|
obj.entities[temp].oldxp = obj.entities[temp].xp;
|
|
obj.entities[temp].oldyp = obj.entities[temp].yp;
|
|
}
|
|
|
|
for (i = 0; i < obj.nentity; i++) {
|
|
if (obj.entities[i].type == 9 && obj.entities[i].active) {
|
|
//It's a horizontal line
|
|
if (obj.entities[i].xp <= 0 || obj.entities[i].xp + obj.entities[i].w >= 312) {
|
|
//it's on a screen edge
|
|
for (j = 0; j < obj.nlinecrosskludge; j++) {
|
|
if (obj.entities[i].yp == obj.linecrosskludge[j].yp) {
|
|
//y's match, how about x's?
|
|
//we're moving left:
|
|
if (game.roomchangedir == 0) {
|
|
if (obj.entities[i].xp + obj.entities[i].w >= 312 && obj.linecrosskludge[j].xp <= 0) {
|
|
obj.revertlinecross(i, j);
|
|
}
|
|
}else {
|
|
if (obj.entities[i].xp <= 0 && obj.linecrosskludge[j].xp + obj.linecrosskludge[j].w >= 312) {
|
|
obj.revertlinecross(i, j);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
public function currentarea(t:int):String {
|
|
switch(t) {
|
|
case 0: return "Dimension VVVVVV"; break;
|
|
case 1: return "Dimension VVVVVV"; break;
|
|
case 2: return "Laboratory"; break;
|
|
case 3: return "The Tower"; break;
|
|
case 4: return "Warp Zone"; break;
|
|
case 5: return "Space Station"; break;
|
|
case 6: return "Outside Dimension VVVVVV"; break;
|
|
case 7: return "Outside Dimension VVVVVV"; break;
|
|
case 8: return "Outside Dimension VVVVVV"; break;
|
|
case 9: return "Outside Dimension VVVVVV"; break;
|
|
case 10: return "Outside Dimension VVVVVV"; break;
|
|
case 11: return "The Tower"; break;
|
|
}
|
|
return "???";
|
|
}
|
|
|
|
public function loadlevel(rx:int, ry:int, dwgfx:dwgraphicsclass, game:gameclass, obj:entityclass, music:musicclass):void {
|
|
var t:int;
|
|
//t = rx + (ry * 100);
|
|
//roomname = "[UNTITLED] (" + String(rx)+","+String(ry)+")";
|
|
if (!finalmode) {
|
|
explored[rx - 100 + ((ry - 100) * 20)] = 1;
|
|
if (rx == 109) {
|
|
exploretower();
|
|
}
|
|
}
|
|
|
|
|
|
roomtexton = false; roomtextx[0] = 0; roomtexty[0] = 0; roomtextnumlines = 0;
|
|
|
|
obj.customplatformtile = 0;
|
|
obj.platformtile = 0; obj.vertplatforms = false; obj.horplatforms = false;
|
|
roomname = ""; background = 1;
|
|
warpx = false; warpy = false;
|
|
|
|
towermode = false; ypos = 0; extrarow = 0;
|
|
|
|
//Custom stuff for warplines
|
|
obj.customwarpmode=false;
|
|
obj.customwarpmodevon=false;
|
|
obj.customwarpmodehon=false;
|
|
|
|
if (finalmode) {
|
|
t = 6;
|
|
//check if we're in the towers
|
|
if (rx == 49 && ry == 52) {
|
|
//entered tower 1
|
|
t = 7;
|
|
}else if (rx == 49 && ry == 53) {
|
|
//re entered tower 1
|
|
t = 8;
|
|
}else if (rx == 51 && ry == 54) {
|
|
//entered tower 2
|
|
t = 9;
|
|
}else if (rx == 51 && ry == 53) {
|
|
//re entered tower 2
|
|
t = 10;
|
|
}
|
|
}else if (custommode){
|
|
t= 12;
|
|
}else {
|
|
t = area(rx, ry);
|
|
|
|
if (t == 3) {
|
|
//correct position for tower
|
|
if (ry == 109) {
|
|
//entered from ground floor
|
|
i = obj.getplayer();
|
|
obj.entities[i].yp += (671 * 8);
|
|
|
|
ypos = (700-29) * 8;
|
|
bypos = ypos / 2;
|
|
cameramode = 0;
|
|
colstate = 0; colsuperstate = 0;
|
|
}else if (ry == 104) {
|
|
//you've entered from the top floor
|
|
ypos = 0;
|
|
bypos = 0;
|
|
cameramode = 0;
|
|
colstate = 0; colsuperstate = 0;
|
|
}
|
|
}
|
|
|
|
if (t < 2) { //on the world map, want to test if we're in the secret lab
|
|
if (rx >= 116) {
|
|
if (ry >= 105) {
|
|
if (ry <= 107) {
|
|
if (rx == 119 && ry == 105) {
|
|
//Ah, this is just a normal area
|
|
}else {
|
|
//in the secret lab! Crazy background!
|
|
background = 2;
|
|
if (rx == 116 && ry == 105) dwgfx.rcol = 1;
|
|
if (rx == 117 && ry == 105) dwgfx.rcol = 5;
|
|
if (rx == 118 && ry == 105) dwgfx.rcol = 4;
|
|
if (rx == 117 && ry == 106) dwgfx.rcol = 2;
|
|
if (rx == 118 && ry == 106) dwgfx.rcol = 0;
|
|
if (rx == 119 && ry == 106) dwgfx.rcol = 3;
|
|
if (rx == 119 && ry == 107) dwgfx.rcol = 1;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (rx == 119 && ry == 108 && !custommode) {
|
|
background = 5;
|
|
dwgfx.rcol = 3;
|
|
warpx = true;
|
|
warpy = true;
|
|
}
|
|
|
|
switch(t) {
|
|
case 0: case 1: //World Map
|
|
tileset = 1; extrarow = 1;
|
|
otherlevel.loadlevel(rx, ry, game, obj);
|
|
fillcontent();
|
|
roomname = otherlevel.roomname;
|
|
tileset = otherlevel.roomtileset;
|
|
//do the appear/remove roomname here
|
|
|
|
if (otherlevel.roomtexton) {
|
|
roomtexton = true;
|
|
roomtextx[0] = otherlevel.roomtextx;
|
|
roomtexty[0] = otherlevel.roomtexty;
|
|
roomtextnumlines = otherlevel.roomtextnumlines;
|
|
for (i = 0; i < roomtextnumlines; i++) {
|
|
roomtext[i] = otherlevel.roomtext[i];
|
|
}
|
|
}
|
|
break;
|
|
case 2: //The Lab
|
|
lablevel.loadlevel(rx, ry, game, obj);
|
|
fillcontent();
|
|
roomname = lablevel.roomname;
|
|
tileset = 1; background = 2;
|
|
dwgfx.rcol = lablevel.rcol;
|
|
break;
|
|
case 3: //The Tower
|
|
tdrawback = true; minitowermode = false; tower.minitowermode = false;
|
|
bscroll = 0; scrolldir = 0;
|
|
|
|
roomname = "The Tower";
|
|
tileset = 1; background = 3;
|
|
towermode = true;
|
|
//bypos = 0; ypos = 0; cameramode = 0;
|
|
|
|
//All the entities for here are just loaded here; it's essentially one room after all
|
|
|
|
|
|
obj.createentity(game, 48, 5456, 10, 1, 505007); // (savepoint)
|
|
obj.createentity(game, 224, 4528, 10, 1, 505017); // (savepoint)
|
|
obj.createentity(game, 232, 4168, 10, 0, 505027); // (savepoint)
|
|
obj.createentity(game, 280, 3816, 10, 1, 505037); // (savepoint)
|
|
obj.createentity(game, 152, 3552, 10, 1, 505047); // (savepoint)
|
|
obj.createentity(game, 216, 3280, 10, 0, 505057); // (savepoint)
|
|
obj.createentity(game, 216, 4808, 10, 1, 505067); // (savepoint)
|
|
obj.createentity(game, 72, 3096, 10, 0, 505077); // (savepoint)
|
|
obj.createentity(game, 176, 2600, 10, 0, 505087); // (savepoint)
|
|
obj.createentity(game, 216, 2392, 10, 0, 505097); // (savepoint)
|
|
obj.createentity(game, 152, 1184, 10, 1, 505107); // (savepoint)
|
|
obj.createentity(game, 152, 912, 10, 1, 505117); // (savepoint)
|
|
obj.createentity(game, 152, 536, 10, 1, 505127); // (savepoint)
|
|
obj.createentity(game, 120, 5136, 10, 0, 505137); // (savepoint)
|
|
obj.createentity(game, 144, 1824, 10, 0, 505147); // (savepoint)
|
|
obj.createentity(game, 72, 2904, 10, 0, 505157); // (savepoint)
|
|
obj.createentity(game, 224, 1648, 10, 1, 505167); // (savepoint)
|
|
obj.createentity(game, 112, 5280, 10, 1, 50517); // (savepoint)
|
|
|
|
obj.createentity(game, 24, 4216, 9, 7); // (shiny trinket)
|
|
obj.createentity(game, 280, 3216, 9, 8); // (shiny trinket)
|
|
break;
|
|
case 4: //The Warpzone
|
|
warplevel.loadlevel(rx, ry, game, obj);
|
|
fillcontent();
|
|
roomname = warplevel.roomname;
|
|
tileset = 1; background = 3;
|
|
dwgfx.rcol = warplevel.rcol;
|
|
dwgfx.backgrounddrawn = false;
|
|
|
|
warpx = warplevel.warpx; warpy = warplevel.warpy;
|
|
background = 5;
|
|
if (warpy) background = 4;
|
|
if (warpx) background = 3;
|
|
if (warpx && warpy) background = 5;
|
|
break;
|
|
case 5: //Space station
|
|
spacestation2.loadlevel(rx, ry, game, obj);
|
|
fillcontent();
|
|
roomname = spacestation2.roomname;
|
|
tileset = 0;
|
|
break;
|
|
case 6: //final level
|
|
finallevel.loadlevel(finalx, finaly, game, obj);
|
|
fillcontent();
|
|
roomname = finallevel.roomname;
|
|
tileset = 1; background = 3;
|
|
dwgfx.rcol = finallevel.rcol;
|
|
dwgfx.backgrounddrawn = false;
|
|
|
|
if (finalstretch) {
|
|
background = 6;
|
|
}else{
|
|
warpx = finallevel.warpx; warpy = finallevel.warpy;
|
|
background = 5;
|
|
if (warpy) background = 4;
|
|
if (warpx) background = 3;
|
|
if (warpx && warpy) background = 5;
|
|
}
|
|
|
|
dwgfx.rcol = 6;
|
|
changefinalcol(final_mapcol, obj, game);
|
|
break;
|
|
case 7: //Final Level, Tower 1
|
|
tdrawback = true; minitowermode = true; tower.minitowermode = true;
|
|
bscroll = 0; scrolldir = 1;
|
|
|
|
roomname = "Panic Room";
|
|
tileset = 1; background = 3;
|
|
towermode = true;
|
|
|
|
tower.loadminitower1();
|
|
|
|
ypos = 0;
|
|
bypos = 0;
|
|
cameramode = 0;
|
|
colstate = 0; colsuperstate = 0;
|
|
break;
|
|
case 8: //Final Level, Tower 1 (reentered from below)
|
|
tdrawback = true; minitowermode = true; tower.minitowermode = true;
|
|
bscroll = 0; scrolldir = 1;
|
|
|
|
roomname = "Panic Room";
|
|
tileset = 1; background = 3;
|
|
towermode = true;
|
|
|
|
tower.loadminitower1();
|
|
|
|
i = obj.getplayer();
|
|
obj.entities[i].yp += (71 * 8);
|
|
game.roomy--; finaly--;
|
|
|
|
ypos = (100-29) * 8;
|
|
bypos = ypos/2;
|
|
cameramode = 0;
|
|
colstate = 0; colsuperstate = 0;
|
|
break;
|
|
case 9: //Final Level, Tower 2
|
|
tdrawback = true; minitowermode = true; tower.minitowermode = true;
|
|
bscroll = 0; scrolldir = 0;
|
|
final_colorframe = 2;
|
|
|
|
roomname = "The Final Challenge";
|
|
tileset = 1; background = 3;
|
|
towermode = true;
|
|
|
|
tower.loadminitower2();
|
|
|
|
obj.createentity(game, 56, 556, 11, 136); // (horizontal gravity line)
|
|
obj.createentity(game, 184, 592, 10, 0, 50500); // (savepoint)
|
|
obj.createentity(game, 184, 644, 11, 88); // (horizontal gravity line)
|
|
obj.createentity(game, 56, 460, 11, 136); // (horizontal gravity line)
|
|
obj.createentity(game, 216, 440, 10, 0, 50501); // (savepoint)
|
|
obj.createentity(game, 104, 508, 11, 168); // (horizontal gravity line)
|
|
obj.createentity(game, 219, 264, 12, 56); // (vertical gravity line)
|
|
obj.createentity(game, 120, 332, 11, 96); // (horizontal gravity line)
|
|
obj.createentity(game, 219, 344, 12, 56); // (vertical gravity line)
|
|
obj.createentity(game, 224, 332, 11, 48); // (horizontal gravity line)
|
|
obj.createentity(game, 56, 212, 11, 144); // (horizontal gravity line)
|
|
obj.createentity(game, 32, 20, 11, 96); // (horizontal gravity line)
|
|
obj.createentity(game, 72, 156, 11, 200); // (horizontal gravity line)
|
|
|
|
i = obj.getplayer();
|
|
obj.entities[i].yp += (71 * 8);
|
|
game.roomy--; finaly--;
|
|
|
|
ypos = (100-29) * 8;
|
|
bypos = ypos/2;
|
|
cameramode = 0;
|
|
colstate = 0; colsuperstate = 0;
|
|
break;
|
|
case 10: //Final Level, Tower 2
|
|
tdrawback = true; minitowermode = true; tower.minitowermode = true;
|
|
bscroll = 0; scrolldir = 0;
|
|
final_colorframe = 2;
|
|
|
|
roomname = "The Final Challenge";
|
|
tileset = 1; background = 3;
|
|
towermode = true;
|
|
|
|
tower.loadminitower2();
|
|
|
|
obj.createentity(game, 56, 556, 11, 136); // (horizontal gravity line)
|
|
obj.createentity(game, 184, 592, 10, 0, 50500); // (savepoint)
|
|
obj.createentity(game, 184, 644, 11, 88); // (horizontal gravity line)
|
|
obj.createentity(game, 56, 460, 11, 136); // (horizontal gravity line)
|
|
obj.createentity(game, 216, 440, 10, 0, 50501); // (savepoint)
|
|
obj.createentity(game, 104, 508, 11, 168); // (horizontal gravity line)
|
|
obj.createentity(game, 219, 264, 12, 56); // (vertical gravity line)
|
|
obj.createentity(game, 120, 332, 11, 96); // (horizontal gravity line)
|
|
obj.createentity(game, 219, 344, 12, 56); // (vertical gravity line)
|
|
obj.createentity(game, 224, 332, 11, 48); // (horizontal gravity line)
|
|
obj.createentity(game, 56, 212, 11, 144); // (horizontal gravity line)
|
|
obj.createentity(game, 32, 20, 11, 96); // (horizontal gravity line)
|
|
obj.createentity(game, 72, 156, 11, 200); // (horizontal gravity line)
|
|
|
|
i = obj.getplayer();
|
|
|
|
ypos = 0;
|
|
bypos = 0;
|
|
cameramode = 0;
|
|
colstate = 0; colsuperstate = 0;
|
|
break;
|
|
case 11: //Tower Hallways //Content is held in final level routine
|
|
finallevel.loadlevel(rx, ry, game, obj);
|
|
fillcontent();
|
|
roomname = finallevel.roomname;
|
|
tileset = 2;
|
|
if (rx == 108) { background = 7; rcol = 15; }
|
|
if (rx == 110) { background = 8; rcol = 10; }
|
|
if (rx == 111) { background = 9; rcol = 0;}
|
|
break;
|
|
case 12: //Custom level
|
|
var curlevel:int = (rx - 100) + ((ry - 100) * editor.maxwidth);
|
|
game.customcol = editor.getlevelcol(curlevel) + 1;
|
|
obj.customplatformtile = game.customcol * 12;
|
|
switch(editor.level[curlevel].tileset){
|
|
case 0: //Space Station
|
|
tileset = 0;
|
|
background = 1;
|
|
break;
|
|
case 1: //Outside
|
|
tileset = 1;
|
|
background = 1;
|
|
break;
|
|
case 2: //Lab
|
|
tileset = 1;
|
|
background = 2;
|
|
dwgfx.rcol = editor.level[curlevel].tilecol;
|
|
break;
|
|
case 3: //Warp Zone/intermission
|
|
tileset = 1;
|
|
background = 6;
|
|
break;
|
|
case 4://Ship
|
|
tileset = 1;
|
|
background = 1;
|
|
break;
|
|
default:
|
|
tileset = 1;
|
|
background = 1;
|
|
break;
|
|
}
|
|
|
|
//If screen warping, then override all that:
|
|
dwgfx.backgrounddrawn = false;
|
|
if(editor.level[curlevel].warpdir>0){
|
|
if(editor.level[curlevel].warpdir==1){
|
|
warpx=true;
|
|
background=3;
|
|
dwgfx.rcol = editor.getwarpbackground(rx-100,ry-100);
|
|
}else if(editor.level[curlevel].warpdir==2){
|
|
warpy=true;
|
|
background=4;
|
|
dwgfx.rcol = editor.getwarpbackground(rx-100,ry-100);
|
|
}else if(editor.level[curlevel].warpdir==3){
|
|
warpx=true; warpy=true;
|
|
background = 5;
|
|
dwgfx.rcol = editor.getwarpbackground(rx-100,ry-100);
|
|
}
|
|
}
|
|
|
|
roomname="";
|
|
if(editor.level[curlevel].roomname!=""){
|
|
roomname=editor.level[curlevel].roomname;
|
|
}
|
|
extrarow = 1;
|
|
editor.loadlevel(rx, ry);
|
|
|
|
roomtexton = false;
|
|
roomtextnumlines = 0;
|
|
|
|
for (var edj:int = 0; edj < 30; edj++) {
|
|
for (var edi:int = 0; edi < 40; edi++) {
|
|
contents[edi + vmult[edj]] = editor.swapmap[edi + vmult[edj]];
|
|
}
|
|
}
|
|
|
|
//Entities have to be created HERE, akwardly
|
|
var tempcheckpoints:int=0;
|
|
var tempscriptbox:int=0;
|
|
var bx1:int, by1:int, bx2:int, by2:int;
|
|
for (edi = 0; edi < editor.editordata.numedentities; edi++) {
|
|
//If entity is in this room, create it
|
|
var tsx:int = (editor.edentity[edi].x - (editor.edentity[edi].x % 40)) / 40;
|
|
var tsy:int = (editor.edentity[edi].y - (editor.edentity[edi].y % 30)) / 30;
|
|
|
|
if(tsx==rx-100 && tsy==ry-100){
|
|
switch(editor.edentity[edi].t){
|
|
case 1: //Enemies
|
|
bx1=editor.level[rx-100+((ry-100)*editor.maxwidth)].enemyx1;
|
|
by1=editor.level[rx-100+((ry-100)*editor.maxwidth)].enemyy1;
|
|
bx2=editor.level[rx-100+((ry-100)*editor.maxwidth)].enemyx2;
|
|
by2 = editor.level[rx - 100 + ((ry - 100) * editor.maxwidth)].enemyy2;
|
|
|
|
if(warpx){ if(bx1==0 && bx2==320){ bx1=-100; bx2=420; } }
|
|
if (warpy) { if (by1 == 0 && by2 == 240) { by1 = -100; by2 = 340; } }
|
|
|
|
obj.customenemy=editor.level[tsx+((editor.maxwidth)*tsy)].enemytype;
|
|
obj.createentity(game, (editor.edentity[edi].x*8)- ((rx-100)*40*8),(editor.edentity[edi].y*8)- ((ry-100)*30*8), 56,
|
|
editor.edentity[edi].p1, 4, bx1, by1, bx2, by2);
|
|
break;
|
|
case 2: //Platforms and Threadmills
|
|
if(editor.edentity[edi].p1<=4){
|
|
bx1 = editor.level[rx - 100 + ((ry - 100) * editor.maxwidth)].platx1;
|
|
by1 = editor.level[rx - 100 + ((ry - 100) * editor.maxwidth)].platy1;
|
|
bx2 = editor.level[rx - 100 + ((ry - 100) * editor.maxwidth)].platx2;
|
|
by2 = editor.level[rx - 100 + ((ry - 100) * editor.maxwidth)].platy2;
|
|
|
|
if (warpx) { if (bx1 == 0 && bx2 == 320) { bx1 = -100; bx2 = 420; } }
|
|
if (warpy) { if (by1 == 0 && by2 == 240) { by1 = -100; by2 = 340; } }
|
|
|
|
obj.createentity(game, (editor.edentity[edi].x*8)- ((rx-100)*40*8),(editor.edentity[edi].y*8)- ((ry-100)*30*8), 2,
|
|
editor.edentity[edi].p1, editor.level[rx-100+((ry-100)*editor.mapwidth)].platv, bx1, by1, bx2, by2);
|
|
}else if(editor.edentity[edi].p1>=5 && editor.edentity[edi].p1<=8){ //Threadmill
|
|
obj.createentity(game, (editor.edentity[edi].x*8)- ((rx-100)*40*8),(editor.edentity[edi].y*8)- ((ry-100)*30*8), 2,
|
|
editor.edentity[edi].p1+3, 4);
|
|
}
|
|
break;
|
|
case 3: //Disappearing platforms
|
|
obj.createentity(game, (editor.edentity[edi].x*8)- ((rx-100)*40*8),(editor.edentity[edi].y*8)- ((ry-100)*30*8), 3);
|
|
break;
|
|
case 9:
|
|
obj.createentity(game, (editor.edentity[edi].x*8)- ((rx-100)*40*8),(editor.edentity[edi].y*8)- ((ry-100)*30*8), 9, editor.findtrinket(edi));
|
|
break;
|
|
case 10: //Checkpoints
|
|
obj.createentity(game, (editor.edentity[edi].x*8)- ((rx-100)*40*8),(editor.edentity[edi].y*8)- ((ry-100)*30*8), 10,
|
|
editor.edentity[edi].p1, ((rx + (ry * 100)) * 20) + tempcheckpoints);
|
|
tempcheckpoints++;
|
|
break;
|
|
case 11: //Gravity Lines
|
|
if(editor.edentity[edi].p1==0){ //Horizontal
|
|
obj.createentity(game, (editor.edentity[edi].p2 * 8), (editor.edentity[edi].y * 8) - ((ry - 100) * 30 * 8) + 4, 11, editor.edentity[edi].p3);
|
|
}else{ //Vertical
|
|
obj.createentity(game, (editor.edentity[edi].x * 8) - ((rx - 100) * 40 * 8) + 3, (editor.edentity[edi].p2 * 8), 12, editor.edentity[edi].p3);
|
|
}
|
|
break;
|
|
case 13: //Warp Tokens
|
|
obj.createentity(game, (editor.edentity[edi].x*8)- ((rx-100)*40*8),(editor.edentity[edi].y*8)- ((ry-100)*30*8), 13, editor.edentity[edi].p1, editor.edentity[edi].p2);
|
|
break;
|
|
case 15: //Collectable crewmate
|
|
obj.createentity(game, (editor.edentity[edi].x * 8) - ((rx - 100) * 40 * 8) - 4, (editor.edentity[edi].y * 8) - ((ry - 100) * 30 * 8) + 1, 55, editor.findcrewmate(edi), editor.edentity[edi].p1, editor.edentity[edi].p2);
|
|
break;
|
|
case 17: //Roomtext!
|
|
roomtexton = true;
|
|
roomtextx[roomtextnumlines] = editor.edentity[edi].x - ((rx-100)*40);
|
|
roomtexty[roomtextnumlines] = editor.edentity[edi].y - ((ry-100)*30);
|
|
roomtext[roomtextnumlines] = editor.edentity[edi].scriptname;
|
|
roomtextnumlines++;
|
|
break;
|
|
case 18: //Terminals
|
|
obj.customscript=editor.edentity[edi].scriptname;
|
|
obj.createentity(game, (editor.edentity[edi].x * 8) - ((rx - 100) * 40 * 8), (editor.edentity[edi].y * 8) - ((ry - 100) * 30 * 8) + 8, 20, 1);
|
|
obj.createblock(5, (editor.edentity[edi].x * 8) - ((rx - 100) * 40 * 8) - 8, (editor.edentity[edi].y * 8) - ((ry - 100) * 30 * 8) + 8, 20, 16, 35);
|
|
break;
|
|
case 19: //Script Box
|
|
game.customscript[tempscriptbox] = editor.edentity[edi].scriptname;
|
|
obj.createblock(1, (editor.edentity[edi].x * 8) - ((rx - 100) * 40 * 8), (editor.edentity[edi].y * 8) - ((ry - 100) * 30 * 8),
|
|
editor.edentity[edi].p1 * 8, editor.edentity[edi].p2 * 8, 300 + tempscriptbox);
|
|
tempscriptbox++;
|
|
break;
|
|
case 50: //Warp Lines
|
|
obj.customwarpmode=true;
|
|
if(editor.edentity[edi].p1==0){ //
|
|
obj.createentity(game, (editor.edentity[edi].x * 8) - ((rx - 100) * 40 * 8) + 4, (editor.edentity[edi].p2 * 8), 51, editor.edentity[edi].p3);
|
|
}else if(editor.edentity[edi].p1==1){ //Horizontal, right
|
|
obj.createentity(game, (editor.edentity[edi].x * 8) - ((rx - 100) * 40 * 8) + 4, (editor.edentity[edi].p2 * 8), 52, editor.edentity[edi].p3);
|
|
}else if(editor.edentity[edi].p1==2){ //Vertical, top
|
|
obj.createentity(game, (editor.edentity[edi].p2 * 8), (editor.edentity[edi].y * 8) - ((ry - 100) * 30 * 8) + 7, 53, editor.edentity[edi].p3);
|
|
}else if(editor.edentity[edi].p1==3){
|
|
obj.createentity(game, (editor.edentity[edi].p2 * 8), (editor.edentity[edi].y * 8) - ((ry - 100) * 30 * 8), 54, editor.edentity[edi].p3);
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
customtrinkets = editor.numtrinkets;
|
|
customcrewmates = editor.numcrewmates;
|
|
break;
|
|
}
|
|
//The room's loaded: now we fill out damage blocks based on the tiles.
|
|
if (towermode) {
|
|
for (j = 0; j < 700; j++) {
|
|
for (i = 0; i < 40; i++) {
|
|
//Damage blocks
|
|
//if (tower.contents[i + tower.vmult[j]] >=6 && tower.contents[i + tower.vmult[j]] <= 11) obj.createblock(2, (i * 8) + 1, j * 8, 6, 8);
|
|
}
|
|
}
|
|
}else{
|
|
initspikes(game, obj);
|
|
|
|
for (i = 0; i < obj.nentity; i++) {
|
|
if (obj.entities[i].active){
|
|
if (obj.entities[i].type == 1 && obj.entities[i].behave >= 8 && obj.entities[i].behave < 10) {
|
|
//put a block underneath
|
|
temp = int(obj.entities[i].xp / 8);
|
|
temp2 = int(obj.entities[i].yp / 8);
|
|
settile(temp, temp2, 1);
|
|
settile(temp+1, temp2, 1);
|
|
settile(temp+2, temp2, 1);
|
|
settile(temp+3, temp2, 1);
|
|
if (obj.entities[i].w == 64) {
|
|
settile(temp+4, temp2, 1);
|
|
settile(temp+5, temp2, 1);
|
|
settile(temp+6, temp2, 1);
|
|
settile(temp+7, temp2, 1);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//Special scripting: Create objects and triggers based on what crewmembers are rescued.
|
|
if (!finalmode) {
|
|
//First up: the extra bits:
|
|
//Vermilion's quest:
|
|
if (rx == 100 && ry == 105) { //On path to verdigris
|
|
if (game.crewstats[3] && !game.crewstats[4]) {
|
|
obj.createentity(game, 87, 105, 18, 15, 0, 18);
|
|
obj.createblock(5, 87-32, 0, 32+32+32, 240, 3);
|
|
}
|
|
}else if (rx == 107 && ry == 100) { //victoria
|
|
if (game.crewstats[3] && !game.crewstats[5]) {
|
|
obj.createentity(game, 140, 137, 18, 15, 0, 18);
|
|
obj.createblock(5, 140-32, 0, 32+32+32, 240, 3);
|
|
}
|
|
}else if (rx == 114 && ry == 109) {
|
|
if (game.crewstats[3] && !game.crewstats[2]) {
|
|
obj.createentity(game, 235, 81, 18, 15, 0, 18);
|
|
obj.createblock(5, 235-32, 0, 32+32+32, 240, 3);
|
|
}
|
|
}
|
|
|
|
//Verdigris fixing the ship
|
|
if (rx == 101 && ry == 109) {
|
|
if (game.crewstats[4]) {
|
|
if(game.crewrescued()>4 && game.crewrescued()!=6){
|
|
obj.createentity(game, 175, 121, 18, 13, 0, 18);
|
|
obj.createblock(5, 175-32, 0, 32+32+32, 240, 4);
|
|
}
|
|
}
|
|
}else if (rx == 103 && ry == 109) {
|
|
if (game.crewstats[4]) {
|
|
if(game.crewrescued()<=4 && game.crewrescued()!=6){
|
|
obj.createentity(game, 53, 161, 18, 13, 1, 18);
|
|
obj.createblock(5, 53-32, 0, 32+32+32, 240, 4);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (rx == 104 && ry == 111) {
|
|
//Red
|
|
//First: is he rescued?
|
|
if (game.crewstats[3]) {
|
|
//If so, red will always be at his post
|
|
obj.createentity(game, 107, 121, 18, 15, 0, 18);
|
|
//What script do we use?
|
|
obj.createblock(5, 107-32, 0, 32+32+32, 240, 3);
|
|
}
|
|
}else if (rx == 103 && ry == 111) {
|
|
//Yellow
|
|
//First: is he rescued?
|
|
if (game.crewstats[2]) {
|
|
obj.createentity(game, 198, 105, 18, 14, 0, 18);
|
|
//What script do we use?
|
|
obj.createblock(5, 198-32, 0, 32+32+32, 240, 2);
|
|
}
|
|
}else if (rx == 103 && ry == 110) {
|
|
//Green
|
|
//First: is he rescued?
|
|
if (game.crewstats[4]) {
|
|
obj.createentity(game, 242, 177, 18, 13, 0, 18);
|
|
//What script do we use?
|
|
obj.createblock(5, 242-32, 177-20, 32+32+32, 40, 4);
|
|
}
|
|
}else if (rx == 104 && ry == 110) {
|
|
//Purple
|
|
//First: is she rescued?
|
|
if (game.crewstats[1]) {
|
|
obj.createentity(game, 140, 177, 18, 20, 0, 18);
|
|
//What script do we use?
|
|
obj.createblock(5, 140-32, 0, 32+32+32, 240, 1);
|
|
}
|
|
}else if (rx == 102 && ry == 110) {
|
|
//Blue
|
|
//First: is she rescued?
|
|
if (game.crewstats[5]) {
|
|
//A slight varation - she's upside down
|
|
obj.createentity(game, 249, 62, 18, 16, 0, 18);
|
|
j = obj.getcrewman(5);
|
|
obj.entities[j].rule = 7; obj.entities[j].tile +=6;
|
|
//What script do we use?
|
|
obj.createblock(5, 249-32, 0, 32+32+32, 240, 5);
|
|
}
|
|
}
|
|
}
|
|
|
|
//Make sure our crewmates are facing the player if appliciable
|
|
for (i = 0; i < obj.nentity; i++) {
|
|
if (obj.entities[i].rule == 6 || obj.entities[i].rule == 7) {
|
|
if (obj.entities[i].state == 18) {
|
|
//face the player
|
|
j = obj.getplayer();
|
|
if (obj.entities[j].xp > obj.entities[i].xp + 5) { obj.entities[i].dir = 1;
|
|
}else if (obj.entities[j].xp < obj.entities[i].xp - 5) { obj.entities[i].dir = 0; }
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
public function clearoptimiser():void {
|
|
for (j = 0; j < 29 + extrarow; j++) {
|
|
for (i = 0; i < 40; i++) {
|
|
optimiser[int(i + vmult[j])] = int(0);
|
|
}
|
|
}
|
|
}
|
|
|
|
public function checkspikeright(x:int, y:int, t:int):int {
|
|
//Check how many tiles this extends right for
|
|
temp = 0;
|
|
while (x < 40 && contents[int(x + vmult[y])] == int(t)) {
|
|
optimiser[int(x + vmult[y])] = int(1);
|
|
temp++;
|
|
x++
|
|
}
|
|
return temp;
|
|
}
|
|
|
|
public function checkspikedown(x:int, y:int, t:int):int {
|
|
//Check how many tiles this extends down for
|
|
temp = 0;
|
|
while (y < 30 && contents[int(x + vmult[y])] == int(t)) {
|
|
optimiser[int(x + vmult[y])] = int(1);
|
|
temp++;
|
|
y++
|
|
}
|
|
return temp;
|
|
}
|
|
|
|
public function initspikes(game:gameclass, obj:entityclass):void {
|
|
//Turn spikes into damage blocks for quick collision checking
|
|
clearoptimiser();
|
|
|
|
for (j = 0; j < 29 + extrarow; j++) {
|
|
for (i = 0; i < 40; i++) {
|
|
//Damage blocks
|
|
if (optimiser[int(i + vmult[j])] == 0) {
|
|
if (tileset == 0) {
|
|
if (contents[i + vmult[j]] == 6 || contents[i + vmult[j]] == 8) {
|
|
//sticking up
|
|
spikecount = checkspikeright(i, j, contents[i + vmult[j]]);
|
|
obj.createblock(2, (i * 8), (j * 8) + 4, 8 * spikecount, 4);
|
|
}
|
|
if (contents[i + vmult[j]] == 7 || contents[i + vmult[j]] == 9) {
|
|
//Sticking down
|
|
spikecount = checkspikeright(i, j, contents[i + vmult[j]]);
|
|
obj.createblock(2, (i * 8), (j * 8), 8 * spikecount, 4);
|
|
}
|
|
if (contents[i + vmult[j]] == 49 || contents[i + vmult[j]] == 50) {
|
|
//left or right
|
|
spikecount = checkspikedown(i, j, contents[i + vmult[j]]);
|
|
if(spikecount==1){
|
|
obj.createblock(2, (i * 8), (j * 8) + 3, 8, 2);
|
|
}else {
|
|
obj.createblock(2, (i * 8), (j * 8) + 3, 8, 2 + (8 * (spikecount - 1)));
|
|
}
|
|
}
|
|
}else if (tileset == 1) {
|
|
//if (contents[i + vmult[j]] >= 6 && contents[i + vmult[j]] <= 9) obj.createblock(2, (i * 8), (j * 8)+1, 8, 6);
|
|
//if (contents[i + vmult[j]] >= 49 && contents[i + vmult[j]] <= 79) obj.createblock(2, (i * 8) + 1, (j * 8) + 1, 6, 6);
|
|
if ((contents[i + vmult[j]] >= 63 && contents[i + vmult[j]] <= 74) ||
|
|
(contents[i + vmult[j]] >= 6 && contents[i + vmult[j]] <= 9)) {
|
|
//sticking up) {
|
|
if (contents[i + vmult[j]] < 10) contents[i + vmult[j]]++;
|
|
//sticking up
|
|
if (contents[i + vmult[j]] % 2 == 0) {
|
|
spikecount = checkspikeright(i, j, contents[i + vmult[j]]);
|
|
obj.createblock(2, (i * 8), (j * 8), 8 * spikecount, 4);
|
|
}else{
|
|
//Sticking down
|
|
spikecount = checkspikeright(i, j, contents[i + vmult[j]]);
|
|
obj.createblock(2, (i * 8), (j * 8) + 4, 8 * spikecount, 4);
|
|
}
|
|
if (contents[i + vmult[j]] < 11) contents[i + vmult[j]]--;
|
|
}
|
|
if (contents[i + vmult[j]] >= 49 && contents[i + vmult[j]] <= 62) {
|
|
//left or right
|
|
spikecount = checkspikedown(i, j, contents[i + vmult[j]]);
|
|
if(spikecount==1){
|
|
obj.createblock(2, (i * 8), (j * 8) + 3, 8, 2);
|
|
}else {
|
|
obj.createblock(2, (i * 8), (j * 8) + 3, 8, 2 + ((spikecount - 1) * 8));
|
|
}
|
|
}
|
|
}else if (tileset == 2) {
|
|
if (contents[i + vmult[j]] == 6 || contents[i + vmult[j]] == 8) {
|
|
//sticking up
|
|
spikecount = checkspikeright(i, j, contents[i + vmult[j]]);
|
|
obj.createblock(2, (i * 8), (j * 8) + 4, 8 * spikecount, 4);
|
|
}
|
|
if (contents[i + vmult[j]] == 7 || contents[i + vmult[j]] == 9) {
|
|
//Sticking down
|
|
spikecount = checkspikeright(i, j, contents[i + vmult[j]]);
|
|
obj.createblock(2, (i * 8), (j * 8), 8 * spikecount, 4);
|
|
}
|
|
}
|
|
}
|
|
//Breakable blocks
|
|
if (contents[i + vmult[j]] == 10) {
|
|
contents[i + vmult[j]] = 0;
|
|
obj.createentity(game, i * 8, j * 8, 4);
|
|
}
|
|
//Directional blocks
|
|
if (contents[i + vmult[j]] >= 14 && contents[i + vmult[j]] <= 17) {
|
|
obj.createblock(3, i * 8, j * 8, 8, 8, contents[i + vmult[j]] - 14);
|
|
obj.opt_usedirectional = true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
public var roomdeaths:Array = new Array();
|
|
public var roomdeathsfinal:Array = new Array();
|
|
public var areamap:Vector.<int> = new Vector.<int>;
|
|
public var contents:Vector.<int> = new Vector.<int>;
|
|
public var optimiser:Vector.<int> = new Vector.<int>;
|
|
public var explored:Array = new Array();
|
|
public var vmult:Array = new Array();
|
|
public var realtmap:Array = new Array();
|
|
public var temp:int, temp2:int;
|
|
public var i:int, j:int;
|
|
public var background:int, rcol:int;
|
|
public var tileset:int;
|
|
public var warpx:Boolean;
|
|
public var warpy:Boolean;
|
|
|
|
public var roomname:String;
|
|
//Special tower stuff
|
|
public var towermode:Boolean;
|
|
public var ypos:Number, bypos:Number;
|
|
public var cameramode:int;
|
|
public var cameraseek:int, cameraseekframe:int;
|
|
public var resumedelay:int;
|
|
public var minitowermode:Boolean;
|
|
public var scrolldir:int;
|
|
|
|
//This is the old colour cycle
|
|
public var r:int, g:int, b:int;
|
|
public var check:int, cmode:int;
|
|
public var towercol:int;
|
|
public var colstate:int, colstatedelay:int;
|
|
public var colsuperstate:int;
|
|
public var spikeleveltop:int, spikelevelbottom:int;
|
|
public var tdrawback:Boolean;
|
|
public var bscroll:int;
|
|
|
|
//Variables for playing custom levels
|
|
public var custommode:Boolean;
|
|
public var custommodeforreal:Boolean;
|
|
public var customx:int, customy:int;
|
|
public var customwidth:int, customheight:int;
|
|
public var customtrinkets:int;
|
|
public var customcrewmates:int;
|
|
public var custommmxoff:int, custommmyoff:int, custommmxsize:int, custommmysize:int;
|
|
public var customzoom:int;
|
|
public var customshowmm:Boolean;
|
|
|
|
//final level navigation
|
|
public var finalx:int, finaly:int, finalmode:Boolean;
|
|
public var finalstretch:Boolean; //if true, disable screen warping and enable special background
|
|
|
|
public var specialnames:Array = new Array();
|
|
public var glitchmode:int, glitchdelay:int, glitchname:String;
|
|
|
|
//final level colour cycling stuff
|
|
public var final_colormode:Boolean, final_mapcol:int;
|
|
public var final_aniframe:int, final_aniframedelay:int;
|
|
public var final_colorframe:int, final_colorframedelay:int;
|
|
|
|
//Teleporters and Trinkets on the map
|
|
public var teleporters:Array = new Array();
|
|
public var shinytrinkets:Array = new Array();
|
|
public var numteleporters:int, numshinytrinkets:int;
|
|
public var showteleporters:Boolean, showtargets:Boolean, showtrinkets:Boolean;
|
|
|
|
//Roomtext
|
|
|
|
public var roomtextx:Vector.<int> = new Vector.<int>;
|
|
public var roomtexty:Vector.<int> = new Vector.<int>;
|
|
public var roomtexton:Boolean;
|
|
public var roomtext:Array = new Array();
|
|
public var roomtextnumlines:int;
|
|
|
|
//Levels
|
|
public var spacestation2:spacestation2class = new spacestation2class();
|
|
public var otherlevel:otherlevelclass = new otherlevelclass();
|
|
public var lablevel:labclass = new labclass();
|
|
public var warplevel:warpclass = new warpclass();
|
|
public var finallevel:finalclass = new finalclass();
|
|
public var tower:towerclass = new towerclass();
|
|
public var extrarow:int;
|
|
|
|
//Accessibility options
|
|
public var invincibility:Boolean;
|
|
|
|
//Map cursor
|
|
public var cursorstate:int, cursordelay:int;
|
|
|
|
public var spikecount:int;
|
|
}
|
|
}
|