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Seriously fun game

Farted by RomanClock, October 10, 2006, 10:08:28 PM

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RomanClock

lemayo lol :soups:

KronosClock

You sir are an actionscript master.

Marlin Clock

I made the bad man go away.

QuoteYou sir are an actionscript master.
To you that's just joking around, but I'm pretty sure I wouldn't know how to make that if I tried.
I can't even make a button right :(

PS: Has anyone ever noticed how often Rupee gets used even in CC stuff? I thought that's why people complain about, but then I see him in a ton of clock movies.

KronosClock

Quote from: Carlin_ClockTo you that's just joking around, but I'm pretty sure I wouldn't know how to make that if I tried.
I can't even make a button right :(

stop ();
onEnterFrame = function ()
{
    if (Key.isDown(39))
    {
        ruppe._x = ruppe._x + number; //This make ruppe move
    }
    if (ruppe.hitTest(kilo)) //This checks if two movieclips have collided (ruppe + kilo)
    {
        nextFrame ();
    }
};

Something like that I'll bet

Marlin Clock

Quote from: HueyFreeclockstop ();
onEnterFrame = function ()
{
    if (Key.isDown(39))
    {
        ruppe._x = ruppe._x + number; //This make ruppe move
    }
    if (ruppe.hitTest(kilo)) //This checks if two movieclips have collided (ruppe + kilo)
    {
        nextFrame ();
    }
};

Something like that I'll bet
Whole lot of no sense goin' on there for me :l

RomanClock

Quote from: HueyFreeclockstop ();
onEnterFrame = function ()
{
    if (Key.isDown(39))
    {
        ruppe._x = ruppe._x + number; //This make ruppe move
    }
    if (ruppe.hitTest(kilo)) //This checks if two movieclips have collided (ruppe + kilo)
    {
        nextFrame ();
    }
};

Something like that I'll bet
Something like this :

rupee move.true.rightkey
kilo = dead
lemayo lol :soups:

KronosClock

Quote from: Roman ClockSomething like this :

rupee move.true.rightkey
kilo = dead
You're a big smelly liar.

RomanClock

Quote from: HueyFreeclockYou're a smelly liar.
fine, here is the whole code:

function createStuff() {
paused = false;
if (createDone == undefined) {
createDone = false;
}
if (createDone == false) {
_root.createTextField("scoreMark", 200, 5, 5, 50, 30);
_root.createTextField("timeMark", 201, 5, 5, 50, 30);
_root.createTextField("scoreKeep", 202, 5, 5, 50, 30);
_root.createTextField("timeKeep", 203, 440, 5, 50, 30);
_root.createEmptyMovieClip("you", 105);
_root.you.createEmptyMovieClip("youCover", 100);
_root.you.createEmptyMovieClip("youGun", 95);
_root.createEmptyMovieClip("weapon0", 90);
_root.createEmptyMovieClip("weapon1", 91);
_root.createEmptyMovieClip("weapon2", 92);
_root.createEmptyMovieClip("weapon3", 93);
_root.createEmptyMovieClip("weapon4", 94);
_root.createEmptyMovieClip("enemyA", 84);
_root.createEmptyMovieClip("enemyB", 82);
_root.createEmptyMovieClip("enemyC", 80);
wTime0 = 0;
wTime1 = 0;
wTime2 = 0;
wTime3 = 0;
wTime4 = 0;
storeA0 = 0;
storeA1 = 0;
storeA2 = 0;
storeA3 = 0;
storeA4 = 0;
with (you) {
_x = 50;
_y = 50;
}
with (_root.you.youCover) {
_x = 0;
_y = 0;
lineStyle(3, 0x000000, 100);
moveTo(0, -34);
beginFill(0x606060, 100);
lineTo(0, -34);
curveTo(34, -34, 34, 0);
curveTo(34, 34, 0, 34);
curveTo(-34, 34, -34, 0);
curveTo(-34, -34, 0, -34);
endFill();
lineStyle(3, 0x000000, 0);
moveTo(-10, -20);
beginFill(0xCCCCCC, 100);
lineTo(-10, -20);
curveTo(0, -20, 0, -10);
curveTo(0, 0, -10, 0);
curveTo(-20, 0, -20, -10);
curveTo(-20, -20, -10, -20);
endFill();
}
with (_root.you.youGun) {
_x = 0;
_y = 0;
lineStyle(2, 0x000000, 100);
moveTo(0, -22);
beginFill(0x000078, 100);
lineTo(70, -22);
lineTo(70, 0);
lineTo(0, 0);
lineTo(0, -6);
endFill();
lineStyle(2, 0x640000, 100);
moveTo(20, 3);
beginFill(0xFF0000, 100);
lineTo(44, 3);
lineTo(44, 8);
lineTo(20, 8);
lineTo(20, 3);
endFill();
lineStyle(1, 0xFF0000, 40);
moveTo(20, 5);
lineTo(800, 5);
endFill();
}
with (weapon0) {
_x = 230;
_y = 110;
lineStyle(5, 0xFFFF00, 100);
moveTo(-10, -20);
beginFill(0xFFDE00, 100);
lineTo(-10, -20);
curveTo(0, -20, 0, -10);
curveTo(0, 0, -10, 0);
curveTo(-20, 0, -20, -10);
curveTo(-20, -20, -10, -20);
endFill();
}
with (weapon1) {
_x = 230;
_y = 110;
lineStyle(5, 0xFFFF00, 100);
moveTo(-10, -20);
beginFill(0xFFDE00, 100);
lineTo(-10, -20);
curveTo(0, -20, 0, -10);
curveTo(0, 0, -10, 0);
curveTo(-20, 0, -20, -10);
curveTo(-20, -20, -10, -20);
endFill();
}
with (weapon2) {
_x = 230;
_y = 110;
lineStyle(5, 0xFFFF00, 100);
moveTo(-10, -20);
beginFill(0xFFDE00, 100);
lineTo(-10, -20);
curveTo(0, -20, 0, -10);
curveTo(0, 0, -10, 0);
curveTo(-20, 0, -20, -10);
curveTo(-20, -20, -10, -20);
endFill();
}
with (weapon3) {
_x = 230;
_y = 110;
lineStyle(5, 0xFFFF00, 100);
moveTo(-10, -20);
beginFill(0xFFDE00, 100);
lineTo(-10, -20);
curveTo(0, -20, 0, -10);
curveTo(0, 0, -10, 0);
curveTo(-20, 0, -20, -10);
curveTo(-20, -20, -10, -20);
endFill();
}
with (weapon4) {
_x = 230;
_y = 110;
lineStyle(5, 0xFFFF00, 100);
moveTo(-10, -20);
beginFill(0xFFDE00, 100);
lineTo(-10, -20);
curveTo(0, -20, 0, -10);
curveTo(0, 0, -10, 0);
curveTo(-20, 0, -20, -10);
curveTo(-20, -20, -10, -20);
endFill();
}
with (enemyA) {
_x = 300;
_y = 100;
lineStyle(3, 0xA6A632, 100);
moveTo(-12, -12);
beginFill(0xDEDE64, 100);
lineTo(12, -12);
lineTo(12, 12);
lineTo(-12, 12);
lineTo(-12, -12);
}
with (enemyB) {
_x = 400;
_y = 100;
lineStyle(3, 0x693200, 100);
moveTo(-18, -18);
beginFill(0xC8641E, 100);
lineTo(18, -18);
lineTo(18, 18);
lineTo(-18, 18);
lineTo(-18, -18);
}
with (enemyC) {
_x = 500;
_y = 100;
lineStyle(3, 0xA60000, 100);
moveTo(-22, -22);
beginFill(0xEB0000, 100);
lineTo(22, -22);
lineTo(22, 22);
lineTo(-22, 22);
lineTo(-22, -22);
}
createDone = true;
}
}
function moving() {
if (Key.isDown(Key.UP)) {
_root.you._y -= 6;
}
if (Key.isDown(Key.DOWN)) {
_root.you._y += 6;
}
if (Key.isDown(Key.LEFT)) {
_root.you._x -= 6;
}
if (Key.isDown(Key.RIGHT)) {
_root.you._x += 6;
}
if (_root.you._x<20) {
_root.you._x = 20;
}
if (_root.you._y<20) {
_root.you._y = 20;
}
if (_root.you._x>480) {
_root.you._x = 480;
}
if (_root.you._y>280) {
_root.you._y = 280;
}
}
function gunBarrel() {
varX = _root._xmouse-_root.you._x;
varY = -1*(_root._ymouse-_root.you._y);
angle = Math.atan2(varY, varX);
angle = Math.round(angle/Math.PI*180);
_root.you._rotation = -1*(angle);
_root.you.youCover._rotation = -1*(_root.you._rotation);
}
function bulletMove() {
//0
_root.weapon0._rotation = storeA0;
_root.weapon0._x += Math.sin(storeA0*(Math.PI/180))*30;
_root.weapon0._y += Math.cos(storeA0*(Math.PI/180))*30*-1;
//1
_root.weapon1._rotation = storeA1;
_root.weapon1._x += Math.sin(storeA1*(Math.PI/180))*30;
_root.weapon1._y += Math.cos(storeA1*(Math.PI/180))*30*-1;
//2
_root.weapon2._rotation = storeA2;
_root.weapon2._x += Math.sin(storeA2*(Math.PI/180))*30;
_root.weapon2._y += Math.cos(storeA2*(Math.PI/180))*30*-1;
//3
_root.weapon3._rotation = storeA3;
_root.weapon3._x += Math.sin(storeA3*(Math.PI/180))*30;
_root.weapon3._y += Math.cos(storeA3*(Math.PI/180))*30*-1;
//4
_root.weapon4._rotation = storeA4;
_root.weapon4._x += Math.sin(storeA4*(Math.PI/180))*30;
_root.weapon4._y += Math.cos(storeA4*(Math.PI/180))*30*-1;
}
function bulletGone() {
//0
if (_root.weapon0._x<0 || _root.weapon0._y<0 || _root.weapon0._x>500 || _root.weapon0._y>300) {
_root.wTime0 = 0;
_root.weapon0._x = -1000;
_root.weapon0._y = -1000;
}
//1
if (_root.weapon1._x<0 || _root.weapon1._y<0 || _root.weapon1._x>500 || _root.weapon1._y>300) {
_root.wTime1 = 0;
_root.weapon1._x = -1000;
_root.weapon1._y = -1000;
}
//2
if (_root.weapon2._x<2 || _root.weapon2._y<0 || _root.weapon2._x>500 || _root.weapon2._y>300) {
_root.wTime2 = 0;
_root.weapon2._x = -1000;
_root.weapon2._y = -1000;
}
//3
if (_root.weapon3._x<0 || _root.weapon3._y<0 || _root.weapon3._x>500 || _root.weapon3._y>300) {
_root.wTime3 = 0;
_root.weapon3._x = -1000;
_root.weapon3._y = -1000;
}
//4
if (_root.weapon4._x<0 || _root.weapon0._y<0 || _root.weapon4._x>500 || _root.weapon4._y>300) {
_root.wTime4 = 0;
_root.weapon4._x = -1000;
_root.weapon4._y = -1000;
}
}
onMouseDown = function () {
if (_root.wTime0 == 0) {
_root.weapon0._x = _root.you._x;
_root.weapon0._y = _root.you._y;
_root.wTime0 = 1;
_root.storeA0 = _root.you._rotation+90;
} else if (_root.wTime1 == 0) {
_root.weapon1._x = _root.you._x;
_root.weapon1._y = _root.you._y;
_root.wTime1 = 1;
_root.storeA1 = _root.you._rotation+90;
} else if (_root.wTime2 == 0) {
_root.weapon2._x = _root.you._x;
_root.weapon2._y = _root.you._y;
_root.wTime2 = 1;
_root.storeA2 = _root.you._rotation+90;
} else if (_root.wTime3 == 0) {
_root.weapon3._x = _root.you._x;
_root.weapon3._y = _root.you._y;
_root.wTime3 = 1;
_root.storeA3 = _root.you._rotation+90;
} else if (_root.wTime4 == 0) {
_root.weapon4._x = _root.you._x;
_root.weapon4._y = _root.you._y;
_root.wTime4 = 1;
_root.storeA4 = _root.you._rotation+90;
}
};
function enemies() {
}
_root.onEnterFrame = function() {
createStuff();
if (paused == false) {
moving();
gunBarrel();
bulletMove();
bulletGone();
enemies();
}
popMenu();
};
lemayo lol :soups:

Kombucha

Submit please.

Also I won. :D

KronosClock

Quote from: Roman Clockfine, here is the whole code:
fffffff
I knew it.

RomanClock

Quote from: HueyFreeclockI knew it.
grood
lemayo lol :soups:

DillClock

I was expecting Goatse to appear.

IvysaurClock

I turned my speakers off, because nothing that simple comes without a Piclownjew scream.

Loki Clock

I was looking for a troll, but I accidentally founded an STD instead. :{(

RupeeClock

This game accurately depicts my amazing capabilities.

<3

Loki Clock

Quote from: RuppeClockThis game accurately depicts my amazing capabilities.

<3
Fixed.

Steve

Quote from: IvysaurClockI turned my speakers off, because nothing that simple comes without a Piclownjew scream.
You should listen to Piclownjew more, afterawhile you grow invulnerable to it.

LimeClock

Quote from: Carlin_ClockPS: Has anyone ever noticed how often Rupee gets used even in CC stuff? I thought that's why people complain about, but then I see him in a ton of clock movies.

HAY. Rupee is cool. and...an indian currency.

SageClock

Quote from: Roman Clockfine, here is the whole code:
buncha code

That is some seriously redundant code there.  Wow.  Please tell me you didn't write that yourself, or at least that it's very old and you don't code like that anymore.

There's no reason you should have to have separate movement code for each bullet, or each enemy, or each weapon, etc.

Applecore

Quote from: wavy gravy;772653Alright guys stop bickering. We can all agree on one thing:
 
 Floppydisc is a gorillasexual
 
 
 the end

Quote from: SilverClock;780014Alright guys stop bickering. We can all agree on one thing:

Isison is a gorillasexual


the end