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Aug 21st, 2014
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  1.  
  2. var mouseIsDown:Boolean = false;
  3. var heldDown:Number = 0;
  4. var heldDownMax:Number = 15;
  5. var scSize:Number = 0;
  6. var scSizeMax:Number = 80;
  7. var units:Array = new Array();
  8. var unitsNum:Number = 0;
  9. var keyIsDown:Boolean = false;
  10. var unitsSelected:Array = new Array();
  11. var unitsUnderSelect:Number = 0;
  12. var rotationSpeed:Number = 250;
  13. var mcIsDown:Boolean = false;
  14. var canMove:Boolean = false;
  15. var vehicleDatabase:Array = new Array();
  16. var buildingDatabase:Array = new Array();
  17. var unitsDown:Array = new Array();
  18. var credits:Number = 2000
  19. var leftBoundry:Number = 1100;
  20. var rightBoundry:Number = -1000;
  21. var topBoundry:Number = 800
  22. var botBoundry:Number = -770
  23. var lowDepth = -this.getNextHighestDepth();
  24. var scrollSpeed:Number = 10;
  25. song1 = new Sound ();
  26. song2 = new Sound ();
  27. song3 = new Sound ();
  28. song4 = new Sound ();
  29. song1.attachSound("BlowItUp.wav");
  30. song2.attachSound("destroy.wav");
  31. song3.attachSound("InTheHouse.wav");
  32. song4.attachSound("Grinder.wav")
  33. var song1Played:Boolean = false;
  34. var song2Played:Boolean = false;
  35. var song3Played:Boolean = false;
  36. var song4Played:Boolean = false;
  37. var minNum:Number = 0;
  38. var maxNum:Number = 3;
  39. var isPlaying:Boolean = false
  40.  
  41.  
  42.  
  43. //Has Buildings
  44. var HasConYard:Boolean = true
  45. var factoryDown = true;
  46.  
  47. ui.build.onRelease = function(){
  48. trace("Buildings")
  49. ui.buildingBut._visible = true
  50. }
  51. ui.troop.onRelease = function(){
  52. ui.buildingBut._visible = false
  53. trace("Troops")
  54. }
  55. ui.veh.onRelease = function(){
  56. ui.buildingBut._visible = false
  57. trace("Vehicles")
  58. }
  59. ui.def.onRelease = function(){
  60. ui.buildingBut._visible = false
  61. trace("Defences & skills")
  62. }
  63.  
  64.  
  65.  
  66.  
  67. onMouseDown = function ()
  68. {
  69. mouseIsDown = true;
  70. };
  71. onMouseUp = function ()
  72. {
  73. mouseIsDown = false;
  74. };
  75.  
  76. onEnterFrame = function (){;
  77. menuMusic()
  78. ui.creditsTxt = (credits)
  79. sc._xscale = scSize;
  80. sc._yscale = scSize;
  81. if(mc._x == 0& mc._y == 0){mc.removeMovieClip}
  82.  
  83. if (scSize > 0){;
  84. sc._x = _xmouse;
  85. sc._y = _ymouse;
  86. } else {
  87. sc._x = -100;
  88. sc._y = -100;
  89. }
  90.  
  91. if (Key.isDown(Key.SPACE)){;
  92. if(keyIsDown == false){
  93. _root.attachMovie("mc1","mc",lowDepth);
  94. mc._x = _xmouse;
  95. mc._y = _ymouse;
  96. mcIsDown = true
  97. if(mcIsDown == true){
  98. mcIsDown = false
  99. }else{
  100. mc.removeMovieClip
  101. }
  102. }
  103. }
  104. if (Key.isDown(Key.RIGHT)){
  105. if(_root._x >= rightBoundry){
  106. _root._x -= scrollSpeed;
  107. ui._x += scrollSpeed
  108. ui.minimap.box._x +=0.5
  109. }
  110. }
  111. if (Key.isDown(Key.LEFT)){
  112. if(_root._x <= leftBoundry){
  113. _root._x += scrollSpeed
  114. ui._x -= scrollSpeed
  115. ui.minimap.box._x -=0.5
  116. }
  117. }
  118.  
  119. if (Key.isDown(Key.UP)){
  120. if(_root._y <= topBoundry){
  121. _root._y += scrollSpeed
  122. ui._y -= scrollSpeed
  123. ui.minimap.box._y -=0.5
  124. }
  125. }
  126. if (Key.isDown(Key.DOWN)){
  127. if(_root._y >= botBoundry){
  128. _root._y -= scrollSpeed
  129. ui._y += scrollSpeed
  130. ui.minimap.box._y += 0.5
  131. }
  132. }
  133.  
  134.  
  135. select();
  136. control();
  137. buttons()
  138. };
  139.  
  140. function select(){
  141. if (mouseIsDown == true){
  142. if (heldDown <= heldDownMax){
  143. heldDown += 1;
  144. }
  145. if (heldDown >= heldDownMax){
  146. _root.attachMovie("selectC","sc");
  147. if (scSize <= scSizeMax){
  148. scSize += 5;
  149. }
  150. }
  151. }else{
  152. heldDown = 0;
  153. sc.removeMovieClip;
  154. scSize = 0;
  155. }
  156. }
  157.  
  158. function movement(obj:MovieClip, target:MovieClip,speed:Number,rotSpeed:Number)
  159. {
  160. if (mcIsDown == true){
  161.  
  162. targetAngle = Math.floor(Math.atan2(target._y - obj._y, target._x - obj._x) * (180 / Math.PI));
  163. currentAngle = obj._rotation;
  164. angleComp = targetAngle - currentAngle;
  165. angleSignal = angleComp/Math.abs(angleComp);
  166. moveDirection = ((angleComp >= 180) || (angleComp <= -180)) ? -angleSignal : angleSignal;
  167. obj._rotation += spd * moveDirection;
  168. if(Math.abs(angleComp) < rotSpeed){
  169. obj._rotation = targetAngle;
  170. }
  171.  
  172. obj._x += Math.cos(obj._rotation * (Math.PI / 180)) * speed;
  173. obj._y += Math.sin(obj._rotation * (Math.PI / 180)) * speed;
  174. }
  175. }
  176.  
  177. //Buiulding Stats
  178. var building:Object = {
  179. buildingName: "ConYard",
  180. cost: 2000,
  181. model: ConstructionYard,
  182. armor:3,
  183. tech: 0,
  184. canBeBuilt: false,
  185. canBeSold: false,
  186. rePack: true,
  187. rePackInto: "MCV",
  188. powerNeeded: 0
  189. }
  190. buildingDatabase.push(building);
  191. var building:Object = {
  192. buildingName: "PowerPlant",
  193. cost: 150,
  194. model: powerPlant,
  195. armor:3,
  196. tech: 0,
  197. canBeSold: true,
  198. powerNeeded: 0,
  199. powerOutput: 200
  200. }
  201. buildingDatabase.push(building);
  202.  
  203. //Vehicle Stats
  204.  
  205. var vehicle:Object =
  206. {
  207. vehicleName: "Tank",
  208. cost: 100,
  209. model: "tankBody",
  210. turretModel:"tankTurret",
  211. speed:.2,
  212. turnSpeed:.2,
  213. turretRotation:.2,
  214. turretOffet:1,
  215. weapon:2,
  216. armor:3,
  217. canFly:4,
  218. builtFrom: factory,
  219. tech: 2
  220. };
  221. vehicleDatabase.push(vehicle);
  222. var vehicle:Object =
  223. {
  224. vehicleName: "MCV",
  225. cost: 500,
  226. model:"MCV",
  227. turretModel: N/A,
  228. deployable: true,
  229. deploysInto: "ConYard",
  230. speed: .2,
  231. turnSpeed: N/A,
  232. turretRotation: N/A,
  233. turretOffet:0,
  234. weapon:2,
  235. armor:3,
  236. canFly:false,
  237. canBuild: true,
  238. builtFrom: factory,
  239. tech: 4,
  240. deployable: true,
  241. deployModel: ConYard,
  242. buildTime: 100
  243. };
  244. vehicleDatabase.push(vehicle);
  245.  
  246. var vehicle:Object = {
  247. vehicleName: "Harvester",
  248. cost: 50,
  249. model:"tankBody",
  250. turretModel: N/A,
  251. speed:.2,
  252. turnSpeed:N/A,
  253. turretRotation:N/A,
  254. turretOffet:N/A,
  255. weapon:2,
  256. armor:3,
  257. builtFrom: "factory",
  258. tech: 2,
  259. canHarvest: true,
  260. buildTime: 300,
  261. cargo: 200
  262. };
  263. vehicleDatabase.push(vehicle);
  264. vehicleLoad("MCV")
  265. trace(vehicleDatabase.length + " units have been found")
  266.  
  267.  
  268. function selcection (vehicle:String){
  269. for (num = 1; num <= unitsNum; num++){
  270. if(vehicle[num].hitTest(mc)){
  271. trace("Test")
  272. }
  273. }
  274. }
  275. function vehicleLoad(vehicle:String,xPos:Number, yPos:Number){
  276. for (i = 0; i < vehicleDatabase.length; i++){
  277. var vehicleId:String = vehicleDatabase[i].vehicleName;
  278. var vehicleCost:Number = vehicleDatabase[i].cost;
  279. var vehicleTech:Number = vehicleDatabase[i].tech;
  280. var vehicleModel:MovieClip = vehicleDatabase[i].model;
  281. var vehicleTurretModel:MovieClip = vehicleDatabase[i].turretModel;
  282. var vehicleSpeed:Number = vehicleDatabase[i].speed;
  283. var vehicleTurnSpeed:Number = vehicleDatabase[i].turnSpeed;
  284. var vehicleTurretRotation:String = vehicleDatabase[i].turretRotation;
  285. var vehicleTurretOffset:String = vehicleDatabase[i].turretOffset;
  286. var vehicleDeployable:Boolean = vehicleDatabase[i].deployable
  287. var vehicleDeployInto:String = vehicleDatabase[i].deploysInto
  288. var vehicleBuildTime:Number = vehicleDatabase[i].buildTime
  289.  
  290.  
  291.  
  292. if (vehicle == vehicleId){
  293. units[unitsDown] = this.attachMovie(vehicleModel, "unitName" + unitsDown, this.getNextHighestDepth(), { _x:spawnPoint_1._x , _y:spawnPoint_1._y});
  294. trace("vehicle Found: " + vehicleId)
  295. vehicleFound = true
  296. if(vehicleTech >= 2){
  297. trace(vehicleId + " has a tech of " + vehicleTech)
  298. trace(vehicleId + " can be built in a factory")
  299. if(factoryDown == true){
  300. trace("factory is down and " + vehicleId + " can be built")
  301. if(credits >= vehicleCost){
  302. trace("you have enough credits to build a " +vehicleId)
  303. credits -= vehicleCost
  304. if(mouseIsDown == true){
  305. }
  306. } else {
  307. trace("not enough credits to build a " + vehicleId)
  308. }
  309. }else{
  310. trace("factory is not down and " + vehicleId + " can not be built")
  311. }
  312. }
  313. if(vehicleTech < 2){
  314. trace(vehicleId + " has a tech of " + vehicleTech)
  315. trace(vehicleId + " can be built in a barracks")
  316. }
  317. }else{
  318. if(vehicleFound == false){
  319. trace("no vehicle found!")
  320. }
  321. }
  322. }
  323. }
  324. function buttons (){
  325. build.onRelease = function(){
  326. ui.buildingBut._visible = true
  327. }
  328. troop.onRelease = function(){
  329. ui.buildingBut._visible = false
  330. }
  331. if (HasConYard == true){
  332. ui.buildingBut.powerPlant._visible = true
  333. ui.buildingBut.barracks._visible = true
  334. } else {
  335. ui.buildingBut.powerPlant._visible = false
  336. ui.buildingBut.barracks._visible = false
  337. }
  338. }
  339. function menuMusic(){
  340. if(song1Played == true && song2Played == true && song3Played == true && song4Played == true){
  341. song1Played = false
  342. song2Played = false
  343. song3Played = false
  344. song4Played = false
  345. }
  346. if (song1.playing == false && song2.playing == false && song3.playing == false && song4Played == false){
  347. isPlaying = false
  348. }
  349. if(isPlaying == false){
  350. musicNum = Math.floor(Math.random() * (maxNum - minNum + 1));
  351. if (musicNum == 0){
  352. if(song1Played == false){
  353. trace("Playing Menu0");
  354. isPlaying = true
  355. song1.start(0,1)
  356. song1.onSoundComplete = function (){
  357. isPlaying = false
  358. song1Played = true
  359. }
  360. }
  361. }
  362.  
  363. if (musicNum == 1){
  364. if(song2Played == false){
  365. isPlaying = true
  366. song2.start(0,1)
  367. song2.onSoundComplete = function (){
  368. isPlaying = false
  369. song2Played = true
  370. }
  371. }
  372. }
  373.  
  374. if (musicNum == 2){
  375. if(song3Played == false){
  376. trace("Playing Menu2")
  377. isPlaying = true
  378. song3.start(0,1)
  379. song3.onSoundComplete = function (){
  380. isPlaying = false
  381. song3Played = true
  382. }
  383. }
  384. }
  385. if (musicNum == 3){
  386. if(song4Played == false){
  387. trace("Playing Menu3")
  388. isPlaying = true
  389. song4.start(0,1)
  390. song4.onSoundComplete = function (){
  391. isPlaying = false
  392. song4Played = true
  393. }
  394. }
  395. }
  396. }
  397. }
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