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Dead Code Preservation :: Archived AS3 works from wonderfl.net

flash on 2012-1-28

SHOOTER
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by FXQuicy 27 Jan 2012
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/**
 * Copyright FXQuicy ( http://wonderfl.net/user/FXQuicy )
 * MIT License ( http://www.opensource.org/licenses/mit-license.php )
 * Downloaded from: http://wonderfl.net/c/v990
 */

//SHOOTER
package {
import flash.events.Event;
import flash.display.MovieClip;
import flash.text.TextField;
import flash.events.MouseEvent;
import flash.display.Sprite;
import flash.display.*;
import flash.events.*;
import flash.utils.Timer;
import flash.events.TimerEvent;
import fl.transitions.Tween;
import fl.transitions.easing.*;
import fl.transitions.TweenEvent;
import flash.net.navigateToURL;
import flash.net.URLRequest;
import flash.net.URLVariables;
import flash.filters.BitmapFilter;
import flash.filters.BitmapFilterQuality;
import flash.filters.GlowFilter;
import flash.media.Sound;
import flash.media.SoundLoaderContext;
import flash.media.*;
import flash.net.URLRequest;
import flash.utils.getTimer;
import flash.events.KeyboardEvent;
import flash.ui.Keyboard;
import flash.geom.Rectangle;
import caurina.transitions.*
[SWF(width="550", height="400", frameRate="30", backgroundColor="#000000")] 

public class shoot extends MovieClip {


public function shoot() {

/*******************
***PUT ON STAGE****
********************/

//****GUN MOUNT****
var gun:Sprite = new Sprite();
//gun.graphics.beginFill( 0xff0000, 1.0 );
gun.graphics.drawRect( 0, 0, 10, 10 );
gun.graphics.endFill();
addChild(gun);
gun.x += stage.stageWidth/2;
gun.y = stage.stageHeight;

//****GUN****
var ONEur:URLRequest = new URLRequest("http://s832.photobucket.com/albums/zz244/dnddamage2009/gun.png");
var logo:Loader = new Loader();
logo.load(ONEur);
gun.addChild(logo);
logo.x = - 15;
logo.y = - 40;
logo.scaleX = .5;
logo.scaleY = .5;
trace(getBounds(logo));

//****BULLET****
var GUNur:URLRequest = new URLRequest("http://s832.photobucket.com/albums/zz244/dnddamage2009/bullet.png");
var bullet:Loader = new Loader();
bullet.load(GUNur);
addChild(bullet);
bullet.x = gun.x;
bullet.y = gun.y;

//****TARGET****
var TARGur:URLRequest = new URLRequest("http://s832.photobucket.com/albums/zz244/dnddamage2009/targ.png");
var targ:Loader = new Loader();
targ.load(TARGur);
addChild(targ);
targ.x = gun.x;
targ.y = gun.y + 500;

//****ENEMY****
var ENEMYur:URLRequest = new URLRequest("http://s832.photobucket.com/albums/zz244/dnddamage2009/enemy.png");
var enemy:Loader = new Loader();
enemy.load(ENEMYur);
addChild(enemy);
enemy.x = stage.stageWidth/2;
enemy.y = stage.stageHeight/2;

//****ENEMY BLINK****
var ENEMYBur:URLRequest = new URLRequest("http://s832.photobucket.com/albums/zz244/dnddamage2009/enemyB.png");
var enemyB:Loader = new Loader();
enemyB.load(ENEMYBur);
addChild(enemyB);
enemyB.x = enemy.x;//APPEARS AGAIN IN THIS FUNCTION addEventListener(Event.ENTER_FRAME,EntFrm);
enemyB.y = enemy.y;

//****ENEMY BANG****
var BANGur:URLRequest = new URLRequest("http://s832.photobucket.com/albums/zz244/dnddamage2009/bang.png");
var bang:Loader = new Loader();
bang.load(BANGur);
addChild(bang);
bang.x = enemy.x;//APPEARS AGAIN IN THIS FUNCTION addEventListener(Event.ENTER_FRAME,EntFrm);
bang.y = enemy.y;
bang.visible = false;//APPEARS AGAIN IN THIS FUNCTION addEventListener(Event.ENTER_FRAME, onLoop, false, 0, true);

//****>>>>ADD SOUND<<<<****
var mySound:Sound = new Sound();
mySound.load(new URLRequest(" "));
var myChannel:SoundChannel = new SoundChannel();

/********************
***ROTATION OF GUN***
*********************/
var angle:Number = 0;
var radius:Number = 500;
var angleChange:Number = 10;
var centerX:Number = gun.x;
var centerY:Number = gun.y;

//****DEGREES FORMULA****
function deg2rad(deg:Number):Number {
return deg * (Math.PI/180);
}

//****RADIAL TARGET****
addEventListener(Event.ENTER_FRAME, onLoop, false, 0, true);
function onLoop(evt:Event):void {
var radian:Number = deg2rad(angle);
var radial:Number = deg2rad(gun.rotation+25);
//trace(radial);
targ.x = centerX + radius * Math.cos(radial-90);
targ.y = centerY + radius * Math.sin(radial-90);
angle = 0;
angle %= 360;

//****COLLISION TEST****
if(bullet.hitTestObject(enemy)){
trace("hit");
bang.visible = true;//CHANGES HERE
enemy.visible = false;
enemyB.visible = false;
enemy.alpha -= .1;
enemyB.alpha -= .1;
}
//****ALPHA****
if(enemy.alpha < .1){
trace("you win");
}
}

/**************************
***CONTROLLER AND BULLET***
***************************/
stage.addEventListener(KeyboardEvent.KEY_DOWN, tu);
function tu (e:KeyboardEvent){
//****ROTATION****
bullet.rotation = gun.rotation;
//****CONTROLLER****
if(e.keyCode == Keyboard.UP){
var tempVr:int = 0;
var easer:int = .5;
//MENUS AND STAGE OBJECTS
//var myTweenX:Tween = new Tween(bullet, "x", Strong.easeOut, gun.x, targ.x, .5, true);
//var myTweenY:Tween = new Tween(bullet, "y", Strong.easeOut, gun.y, targ.y, .5, true);
Tweener.addTween(bullet,{x:targ.x,time:1,transition:"easeOut"});
Tweener.addTween(bullet,{y:targ.y,time:1,transition:"easeOut"});
Tweener.addTween(bullet,{x:gun.x-17,time:.01,transition:"easeOut",delay:1});
Tweener.addTween(bullet,{y:gun.y,time:.01,transition:"easeOut",delay:1});
mySound.play();
}
if(e.keyCode == Keyboard.DOWN){
//
}
if(e.keyCode == Keyboard.LEFT){
var tempVarL:int = 0;
tempVarL += 3;
gun.rotation -= tempVarL;
angle += angleChange;
}
if(e.keyCode == Keyboard.RIGHT){//
var tempVarR:int = 0;
tempVarR -= 3;
gun.rotation -= tempVarR;
}
if(e.keyCode == Keyboard.SPACE){//
//
}

}

/*******************
***ENEMY BEHAVOIR***
********************/
addEventListener(Event.ENTER_FRAME,EntFrm);
var tempTally:int = 0;
var swit:int = 0;
var varaTemp:Number = 0;

function EntFrm(e:Event){
tempTally++;

//ENEMY BLINK
enemyB.x = enemy.x;
enemyB.y = enemy.y;
bang.x = enemy.x;
bang.y = enemy.y;

swit = tempTally%5 + Math.random()*4;
varaTemp++;
enemy.x = varaTemp*10;
enemy.y = varaTemp;
if(enemy.x > stage.stageWidth){
enemy.x = 0;
varaTemp = 0;
}
switch(swit){
case 0:
enemy.x += 5;
break;
case 1:
enemy.y += 2; 
break;
case 2:
enemy.x -= 5;
break;
case 3:
enemy.y -= 2;
break;
case 4:
break;
case 5:
break;
case 6:
break;
case 7:

break;
}
}



/**********************************
<<<<<<<<<<MAIN GAME LOOP>>>>>>>>>>
**********************************/
var tmVr:int = 0;
addEventListener(Event.ENTER_FRAME,gameLoop);
function gameLoop(e:Event){
tmVr++;
//ACTION STATE
if(tmVr%5 == 4){
enemy.visible = true;
enemyB.visible = false;
}
//RETURN TO DEFAULT STATE
if(tmVr%10 == 9){
enemy.visible = false;
enemyB.visible = true;
bang.visible = false;
}
//REPLENISH ENEMY
if(tmVr%120 == 119){
enemy.alpha = 1;
enemyB.alpha = 1;
}
}



//MASK SHAPE
var square:Sprite = new Sprite();
addChild(square);
square.graphics.beginFill(0x0000FF);
square.graphics.drawRect(0,0,550,375);
square.graphics.endFill();
square.x = 30;
square.y = 10;
mask = square; 

}
} 
}