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javascript frogger generated by s-foud

Jan 8th, 2017
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  1. var on_log;
  2. var lili_count;
  3. var number_of_lilipads;
  4. var offsetx;
  5.  
  6. function send_frog_to_home() {
  7.   set_current_sprite_name("frog");
  8.   point_in_direction_degrees(90);
  9.   set_y_to(370);
  10.   set_x_to(300);
  11.   show_current_sprite();
  12. }
  13.  
  14.  
  15. function ON_STARTUP(){
  16.   set_current_sprite_name("car");
  17.   point_in_direction_degrees(0);
  18.   set_y_to(270);
  19.   set_x_to(580);
  20.   set_current_sprite_name("truck");
  21.   point_in_direction_degrees(0);
  22.   set_x_to(580);
  23.   set_y_to(322);
  24.   set_current_sprite_name("racer2");
  25.   point_in_direction_degrees(0);
  26.   set_x_to(580);
  27.   set_y_to(217);
  28.   set_current_sprite_name("racer1");
  29.   point_in_direction_degrees(0);
  30.   set_x_to(0);
  31.   set_y_to(295);
  32.   set_current_sprite_name("dozer");
  33.   point_in_direction_degrees(0);
  34.   set_x_to(0);
  35.   set_y_to(245);
  36.   set_current_sprite_name("longlog1");
  37.   set_x_to(0);
  38.   set_y_to(167);
  39.   set_current_sprite_name("shortlog1");
  40.   set_x_to(580);
  41.   set_y_to(140);
  42.   set_current_sprite_name("shortlog2");
  43.   set_x_to(0);
  44.   set_y_to(113);
  45.   set_current_sprite_name("longlog2");
  46.   set_x_to(580);
  47.   set_y_to(86);
  48.   set_current_sprite_name("lilipad");
  49.   hide_current_sprite();
  50.   number_of_lilipads = 7;
  51.   offsetx = 44;
  52.   for (var count = 0; count < number_of_lilipads; count++) {
  53.     clone_sprite();
  54.   }
  55.   var game_object;
  56.   game_object=find_sprite_object_by_name(current_sprite_name);
  57.   for(var clone in game_object.clones){
  58.     debug_current_sprite_name=current_sprite_name;
  59.     current_clone=clone;
  60.     set_y_to(43);
  61.     set_x_to(offsetx);
  62.     offsetx = offsetx + 84;
  63.  
  64.   }
  65.   current_clone=null;
  66.   send_frog_to_home();
  67.  
  68. }
  69. function UP_KEY_PRESSED(){
  70.   set_current_sprite_name("frog");
  71.   point_in_direction_degrees(90);
  72.   set_y_to(parseInt(get_y_value()) - 15);
  73.  
  74. }
  75. function LEFT_KEY_PRESSED(){
  76.   set_current_sprite_name("frog");
  77.   point_in_direction_degrees(180);
  78.   set_x_to(parseInt(get_x_value()) - 15);
  79.  
  80. }
  81. function DOWN_KEY_PRESSED(){
  82.   set_current_sprite_name("frog");
  83.   point_in_direction_degrees(270);
  84.   set_y_to(parseInt(get_y_value()) + 15);
  85.  
  86. }
  87. function RIGHT_KEY_PRESSED(){
  88.   set_current_sprite_name("frog");
  89.   point_in_direction_degrees(0);
  90.   set_x_to(parseInt(get_x_value()) + 15);
  91.  
  92. }
  93. timersObj["car_spawn"] = function() {
  94.   set_current_sprite_name("car");
  95.   clone_sprite();
  96.   set_current_sprite_name("truck");
  97.   clone_sprite();
  98.   set_current_sprite_name("racer2");
  99.   clone_sprite();
  100.   set_current_sprite_name("racer1");
  101.   clone_sprite();
  102.   set_current_sprite_name("dozer");
  103.   clone_sprite();
  104.   set_current_sprite_name("longlog1");
  105.   clone_sprite();
  106.   set_current_sprite_name("longlog2");
  107.   clone_sprite();
  108.   set_current_sprite_name("shortlog1");
  109.   clone_sprite();
  110.   set_current_sprite_name("shortlog2");
  111.   clone_sprite();
  112.  
  113. }
  114. var ID = setInterval(timersObj["car_spawn"], 5000);
  115. timerIDs.push(ID);
  116.  
  117. function EACH_FRAME(){
  118.   set_target_sprite_name("frog");
  119.   set_current_sprite_name("car");
  120.   var game_object;
  121.   game_object=find_sprite_object_by_name(current_sprite_name);
  122.   for(var clone in game_object.clones){
  123.     debug_current_sprite_name=current_sprite_name;
  124.     current_clone=clone;
  125.     set_x_to(parseInt(get_x_value()) - 3);
  126.     if (is_colliding_with_target()) {
  127.       send_frog_to_home();
  128.     }
  129.  
  130.   }
  131.   current_clone=null;
  132.   set_current_sprite_name("truck");
  133.   var game_object;
  134.   game_object=find_sprite_object_by_name(current_sprite_name);
  135.   for(var clone in game_object.clones){
  136.     debug_current_sprite_name=current_sprite_name;
  137.     current_clone=clone;
  138.     set_x_to(parseInt(get_x_value()) - 3);
  139.     if (is_colliding_with_target()) {
  140.       send_frog_to_home();
  141.     }
  142.  
  143.   }
  144.   current_clone=null;
  145.   set_current_sprite_name("racer2");
  146.   var game_object;
  147.   game_object=find_sprite_object_by_name(current_sprite_name);
  148.   for(var clone in game_object.clones){
  149.     debug_current_sprite_name=current_sprite_name;
  150.     current_clone=clone;
  151.     set_x_to(parseInt(get_x_value()) - 6);
  152.     if (is_colliding_with_target()) {
  153.       send_frog_to_home();
  154.     }
  155.  
  156.   }
  157.   current_clone=null;
  158.   set_current_sprite_name("racer1");
  159.   var game_object;
  160.   game_object=find_sprite_object_by_name(current_sprite_name);
  161.   for(var clone in game_object.clones){
  162.     debug_current_sprite_name=current_sprite_name;
  163.     current_clone=clone;
  164.     set_x_to(parseInt(get_x_value()) + 6);
  165.     if (is_colliding_with_target()) {
  166.       send_frog_to_home();
  167.     }
  168.  
  169.   }
  170.   current_clone=null;
  171.   set_current_sprite_name("dozer");
  172.   var game_object;
  173.   game_object=find_sprite_object_by_name(current_sprite_name);
  174.   for(var clone in game_object.clones){
  175.     debug_current_sprite_name=current_sprite_name;
  176.     current_clone=clone;
  177.     set_x_to(parseInt(get_x_value()) + 2);
  178.     if (is_colliding_with_target()) {
  179.       send_frog_to_home();
  180.     }
  181.  
  182.   }
  183.   current_clone=null;
  184.   on_log = 'no';
  185.   set_current_sprite_name("frog");
  186.   set_current_sprite_name("longlog1");
  187.   var game_object;
  188.   game_object=find_sprite_object_by_name(current_sprite_name);
  189.   for(var clone in game_object.clones){
  190.     debug_current_sprite_name=current_sprite_name;
  191.     current_clone=clone;
  192.     set_x_to(parseInt(get_x_value()) + 4);
  193.     if (is_colliding_with_target()) {
  194.       on_log = 'yes';
  195.     }
  196.  
  197.   }
  198.   current_clone=null;
  199.   set_current_sprite_name("longlog2");
  200.   var game_object;
  201.   game_object=find_sprite_object_by_name(current_sprite_name);
  202.   for(var clone in game_object.clones){
  203.     debug_current_sprite_name=current_sprite_name;
  204.     current_clone=clone;
  205.     set_x_to(parseInt(get_x_value()) - 4);
  206.     if (is_colliding_with_target()) {
  207.       on_log = 'yes';
  208.     }
  209.  
  210.   }
  211.   current_clone=null;
  212.   set_current_sprite_name("shortlog1");
  213.   var game_object;
  214.   game_object=find_sprite_object_by_name(current_sprite_name);
  215.   for(var clone in game_object.clones){
  216.     debug_current_sprite_name=current_sprite_name;
  217.     current_clone=clone;
  218.     set_x_to(parseInt(get_x_value()) - 2);
  219.     if (is_colliding_with_target()) {
  220.       on_log = 'yes';
  221.     }
  222.  
  223.   }
  224.   current_clone=null;
  225.   set_current_sprite_name("shortlog2");
  226.   var game_object;
  227.   game_object=find_sprite_object_by_name(current_sprite_name);
  228.   for(var clone in game_object.clones){
  229.     debug_current_sprite_name=current_sprite_name;
  230.     current_clone=clone;
  231.     set_x_to(parseInt(get_x_value()) + 2);
  232.     if (is_colliding_with_target()) {
  233.       on_log = 'yes';
  234.     }
  235.  
  236.   }
  237.   current_clone=null;
  238.   set_current_sprite_name("frog");
  239.   if (on_log == 'no' && parseInt(get_y_value()) <= 170) {
  240.     send_frog_to_home();
  241.   }
  242.   set_target_sprite_name("frog");
  243.   set_current_sprite_name("lilipad");
  244.   lili_count = 0;
  245.   var game_object;
  246.   game_object=find_sprite_object_by_name(current_sprite_name);
  247.   for(var clone in game_object.clones){
  248.     debug_current_sprite_name=current_sprite_name;
  249.     current_clone=clone;
  250.     if (is_colliding_with_target()) {
  251.       set_current_sprite_name("frog");
  252.       send_frog_to_home();
  253.       set_current_sprite_name("lilipad");
  254.       destroy_current_sprite();
  255.     }
  256.     lili_count = lili_count + 1;
  257.  
  258.   }
  259.   current_clone=null;
  260.   if (lili_count == 0) {
  261.     if(evalRun){alert('GAME OVER - YOU WIN');}
  262.   }
  263.  
  264. }
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