آموزش SWiSH از ابتدا تا بینهایت

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massoudn

کاربر فعال
print ful lpage

توجه داشته باشید که movie clip joe میزان پرینت در صفحه را نمایش می دهد،
هر تصویر که در شاخه Joe قرار داشته باشد در هنگام فشردن دکمه، چاپ خواهد شد.
 

پیوست ها

  • printfullpage.zip
    36.8 کیلوبایت · بازدیدها: 78

massoudn

کاربر فعال
modifying cooldrag

با یک preloader صفحه به scene اصلی رفته و صفحاتی نمایش داده می شوند که قابلیت drag داشته و از قابلیت swapDepths بهره می برد،
مشخصات دیگر این sample ها، یکی حرکت شتابی ایستایی، چرخشی و بزرگنمایی است.
 

پیوست ها

  • modifying cooldrag.zip
    213.8 کیلوبایت · بازدیدها: 106

massoudn

کاربر فعال
map with popup

بعنوان نمونه نقشه ای در نظر گرفته شده که بر روی هر state که مؤس Roll over میگردد،
state مورد نظر مشخص و پس از کلیک پنجره popup به همراه اطلاعات آن مشاهده می شود.
 

پیوست ها

  • Wojewodztwa_przyklad.zip
    130.5 کیلوبایت · بازدیدها: 97

massoudn

کاربر فعال
map of poland and europe

نقشه لهستان و نقشه اروپا به همراه جزئیات (popup)
 

پیوست ها

  • Map_Europe_example.zip
    241.6 کیلوبایت · بازدیدها: 80
  • Map_POLAND.zip
    126.1 کیلوبایت · بازدیدها: 49

massoudn

کاربر فعال
free Banner Template - Random Show

نمونه ای از یک بنر آماده که تعداد 11 بنر (تصویر) را بصورت تصادفی load می کند.
 

پیوست ها

  • banner.zip
    575.9 کیلوبایت · بازدیدها: 154

massoudn

کاربر فعال
my fountain with ripples

حوضچه آبی (فواره)
آب از بالای آن فوران نموده و درون حوض نیز انعکاس موج آب نمایان می باشد.
.
my fountain with ripples.jpg
 

پیوست ها

  • my fountain with ripples.zip
    958.7 کیلوبایت · بازدیدها: 153

massoudn

کاربر فعال
Upload with Browse File

Browse File
php code:
name: uploaddemo.php
PHP:
<?php if (is_uploaded_file($_FILES['Filedata']['tmp_name']) && ($_FILES['Filedata']['size'] < 60000)){    // warning, copying uploaded files to your web folder, may enable an attacker to compromise the     // security of your website.     // use this example entirely at your own risk.     // no responsibility will be accepted for any use or misuse of this example file.    
    // check the uploaded file type is jpeg    if ("image/jpeg" != mime_content_type($_FILES['Filedata']['tmp_name'])) {        // we only allow jpg        echo "Error: filetype not allowed";    } else {        // file is allowed file type and is within allowed size.                 // leave it with the assigned temporary name and move to the upload folder.         // in this way a potential attacker should not be able to overwrite existing web files.    	$uploadDirectory="upload/";        // the temporary name is something like /tmp/phpXXXXXX where XXXXXX is a random string    	// substr is used to remove the leading php from the name. 	    $tmpbasename = substr(basename($_FILES['Filedata']['tmp_name']),3);    	$uploadFile=$uploadDirectory.$tmpbasename.".jpg"; // force jpg extension. 	    	// now copy the uploaded file to the web area.    	// only do this if you are 100% sure the file does not constitute a security risk. 	    copy($_FILES['Filedata']['tmp_name'], $uploadFile);	    	    // note that 	    // $_POST["title"] contains the user entered title and    	// $_POST["desc"] contains the user entered description    	// these post variables were defined using G_fr.postData in the swf file.    	// these items could be added to database entry for the uploaded file if desired.		    echo "OK: " . $uploadFile;	} } else {  // file too large or possibly dangerous file.    echo "Error: file too large"; }?>
 

پیوست ها

  • upload.zip
    65.4 کیلوبایت · بازدیدها: 74
آخرین ویرایش:

massoudn

کاربر فعال
Copy Protection

معرفی تعدادی نرم افزار محافظت از کپی کردن CD/DvD
CD/DVD/Media Protections

CD Protection

images


TZ Copy Protector

Win Lock
CDR Cue Cuesheet

images

CD Check
TZ exe Protector
Ultra ISO
CD Extra
CD-Protector 3
Nero
TZ Copy Protector
CD Shield
CD SHiELD SE
Ultra ISO
CD Rwin
Illegal Name
TZ exe Protector
Win ISO
Key 2 Audio
Clone CD
CCD-Lock
Clone CD
Mixed Mode
CD Rwin
Win Lock
images


Safe CD protection
add-encryption-to-digital-media.jpg
 
آخرین ویرایش:

massoudn

کاربر فعال
Gradient Masks

ماسک کردن تصویر بصورت طیف نوری
 

پیوست ها

  • Gradient Masks.zip
    335.2 کیلوبایت · بازدیدها: 137

massoudn

کاربر فعال
معرفی تعدادی وب سایت فعال در زمینه آموزش Swish

این مطلب منحصرا بعلت مطرح شدن سؤالهای فراوانی می باشد که برخی دوستان در محل ها و شکل های مختلف مطرح می نمایند،
انجمن شرکت سازنده
.
بلاگ شرکت سازنده
.
بلاگ فلش کیت
.
سوئیش تاک - take swish to the max
.
ال دبلیو ایی
.
و وب سایت غیر فعال آموزشی سوئیش - For the serious SWiSH user
.
دوستان علاقمند،
علاوه بر اینکه می توانند از مطالب و آموزشهای ارائه شده در این مکان بهره ببرند،
پیشنهاد میگردد جهت یادگیری بیشتر (از مبتدی به پیشرفته) سایتهای دیگر (بعنوان نمونه، سایتهای معرفی شده فوق) را نیز مشاهده نمایند،
(در صورتی که روزانه فقط 30 دقیقه وقت صرف بروز کردن اطلاعات خود (با مراجعه به وب سایتهای منتخب و مرجع) نمائید،
هم سؤالهای تکراری و ساده مطرح نخواهد شد و هم به یادگیری و پیشرفت خود و دیگران کمک نموده ایم،
با تشکر.
 

massoudn

کاربر فعال
moving right and left

با حرکت مؤس به راست و چپ تصویر را حرکت دهید.
 

پیوست ها

  • bike_01 new.zip
    693.5 کیلوبایت · بازدیدها: 135

massoudn

کاربر فعال
wave sample dna

حرکت متن با افکتی همانند dna
 

پیوست ها

  • wave sample dna.zip
    81.8 کیلوبایت · بازدیدها: 111

massoudn

کاربر فعال
Expanding image maps

Expanding image
.
First Code:
.
onSelfEvent (load) {
// number of images
numimages = 4;
// total width (not worked out yet)
total = 0;
// the image we are expanding (none yet)
expanding = Null;
// gap between images
gap = 10;
// approach factor (high will be slower expand/contract)
rate = 0.9;
}
onSelfEvent (enterFrame) {
// woth out total width if required
if (total == 0) {
// add up the widths
for (var i = 0; i < numimages; i++) {
image = this["image"+i];
var w = image.Mask.initw;
total += w;
}
}
// work out how big (percentage) we want the expanded image to be
// when fully expanded it will be 100%
var expandingw = 0;
if (expanding != Null) {
// approach 100%
expandingw = expanding.Mask.w;
expandingw = (expandingw-100)*rate+100;
if (expandingw > 100) {
expandingw = 100;
}
expanding.Mask.w = expandingw;
}
else {
// nothing being expanded
expandingw = 0;
}
var wanted = 0;
for (var i = 0; i < numimages; i++) {
var image = this["image"+i];
var w = image.Mask.w;
if (image != expanding) {
// we are not expanding this one, so shrink it toward small size
initw = image.Mask.initw;
w = (w-initw)*rate+initw;
if (w < initw) {
w = initw;
}
}
image.Mask.w = w;
wanted += w;
}
// wanted is now the sum of the sizes of images
// but they must add up to the total (so overall size stays the same)
// so work out a scale factor
var factor = (total-expandingw) / (wanted-expandingw);
// set the image sizes and positions to suit
var x = 0;
for (var i = 0; i < numimages; i++) {
var image = this["image"+i];
if (image == expanding) {
image.Mask._xscale = expandingw;
}
else {
image.Mask._xscale = factor*image.Mask.w;
}
image._x = x - (image._width - image.Mask._width)/2;
x += image.Mask._width;
x += gap;
}
}
 

پیوست ها

  • Example Expanding image maps.zip
    254.9 کیلوبایت · بازدیدها: 87

massoudn

کاربر فعال
Frames Changing onMouseMove - Updated

Frames Changing on Mouse Move
با کلیک روی تصویر و حرکت مؤس از بالا به پائین، تغییرات را در تصویر مشاهده خواهید نمود.
 

پیوست ها

  • Frames Changing onMouseMove - Updated.zip
    371.4 کیلوبایت · بازدیدها: 99

massoudn

کاربر فعال
Physics Ball Roll Off Table

حرکت توپ از روی سکو و سقوط آن بروی زمین، با رعایت شرایط فیزیک ماده. و محیط.
using code:
onSelfEvent (load) { _vX = 40;
_vY = 0;
_vrotation = 90;
_fX = 5;
_frotation = 5;
}
onSelfEvent (enterFrame, includingFirstFrame) {
if (_x >= 160) {
_aY = 30;
_fX = 0;
_frotation = 0;
}
if (_x >= 380) {
_vX = 0;
_x = 380;
_vrotation = 0;
}
if (_y >= 300) {
_aY = 0;
_vY = 0;
_y = 300;
_fX = 20;
_frotation = 20;
}
}
 

پیوست ها

  • Physics Ball Roll Off Table.zip
    2.3 کیلوبایت · بازدیدها: 51

michealwiper

Active Member
حرکت توپ از روی سکو و سقوط آن بروی زمین، با رعایت شرایط فیزیک ماده. و محیط.
using code:

مرسی ازینکه مثالهارو با کدهاشون میزاری برای بچه ها چون کمک زیادی به یادگیری راحت تر داره براشون و اینکه کدهارو اینجا میزاری بیشتر کمک میکنه
 

massoudn

کاربر فعال
using code

مرسی ازینکه مثالهارو با کدهاشون میزاری برای بچه ها چون کمک زیادی به یادگیری راحت تر داره براشون و اینکه کدهارو اینجا میزاری بیشتر کمک میکنه
به تصویر ضمیمه شده توجه کنید،
Untitled2.jpg
تمامی فایلهایی که مربوط به سؤیش بوده و تا اینجا در پست ها معرفی گردیده اند،
از طرق نشان داده شده کدها قابل مشاهده بوده،
بررسی نمائید،
موفق باشید.
 

michealwiper

Active Member
به تصویر ضمیمه شده توجه کنید،
مشاهده پیوست 94272
تمامی فایلهایی که مربوط به سؤیش بوده و تا اینجا در پست ها معرفی گردیده اند،
از طرق نشان داده شده کدها قابل مشاهده بوده،
بررسی نمائید،
موفق باشید.

میدونم که همشون دارن و منهم میدیدمشون

ولی منظورم اینه که کدهارو که اینجا برا نمایش گزاشتی خوب کاری بوده چون وقتی که کسی مشکل داره راحت تر میتونه ازینجا حرفشو بزنه چون همه دارن میبینن دیگه

شما هم موفق باشی:wink:
 

massoudn

کاربر فعال
بازی قدیمی و زیبای Pacman

Pacman
Scene:
function init() { dotsArr = []; //clear array
pillsArr = []; //clear array
powerpill = false; //init var
if(currlevel == 1){gamelevels.gamelevel1()}; //check level
if(currlevel == 2){gamelevels.gamelevel2()};
if(currlevel == 3){gamelevels.gamelevel3()};
if(currlevel == 4){gamelevels.gamelevel4()};
if(currlevel == 5){gamelevels.gamelevel5()} ;
if(currlevel == 6){gamelevels.gamelevel6()} ;
if(currlevel == 7){gamelevels.gamelevel7()} ;
if(currlevel > 7){ //if all maps are done
gamelevels.gamelevel1(); //start again from 1
currlevel = 1
defspeed = pspeed = 4.8; //but a little faster
ghostspeed = 4;
};
}


//lets make some ghosts
function make_ghosts() {
t = 0;
_root.mapSize = _root.colums * (_root.offset *2); //(re)set mapsize according to # of colums
for (i= 0; i<= mapindex.length;i++) { //loop thru array
if(mapindex == 8){ //and check what number/ object
ghost.duplicateMovieClip("ghost"+ t, getNextHighestDepth());
mc = eval("ghost"+t);
mc.gpos = i; //set ghosts default position
mc.go_home = false; //has not been eaten yet
mc.gspeed = ghostspeed; //set speed
mc._x = (i % colums*24) plus offset; //position ghost
mc._y = (Math.floor(i/colums)*24) plus offset;
my_color = new Color(mc.body); //set color
my_color.setRGB(collsArr[t]);
mc.OC_getfreePos(); //now move it around
t++;
}
maxghosts = t -1; //set # of ghost
}
pacman.onEnterFrame = go_pacman; //run pacman
}


function go_pacman() {
for (i=0; i<dotsArr.length;i++) { //loop thru dotarray and check if eating dots
if (variable(dotsArr).hitTest(pacman)){
variable(dotsArr).removeMovieClip(); //remove dot mc
dotsArr = dotsArr.OC_splice(dotsArr); //remove dotname from array to reduce the loop
score = score plus 10; //add score for pill
}
}
for (j=0; j<pillsArr.length;j++) { //loop thru pillsarray...
if (variable(pillsArr[j]).hitTest(pacman)){ //and check if eating pills
variable(pillsArr[j]).removeMovieClip(); //remove pill mc
pillsArr = pillsArr.OC_splice(pillsArr[j]); //remove pillname from array to reduce the loop
powerpill = true; //set powerpill to true
pspeed = defspeed plus 1; //make pacman go faster
for (i= 0; i<= maxghosts;i++) { //change ghosts color and look
if(variable("ghost"+i+".go_home") == false){
variable("ghost"+i+".eyes")._visible = false;
variable("ghost"+i+".body")._visible = false;
variable("ghost"+i+".bluebody").gotoAndStop(1); //stop blinking
variable("ghost"+i+".bluebody")._visible = true;
}
}
clearTimeout(pill_Timeout); //clear any previous Timeout
pill_Timeout = setTimeout(stop_pill,10000); //(re-) set Timeout
clearTimeout(blink_Timeout); //clear any previous Timeout
blink_Timeout = setTimeout(go_blink,8000); //(re-) set Timeout
score = score plus 50; //add score for pill
}
}


//handle extra lives
if(lastscore != score){ //check lastscore to make shure not to loop
if(score%10000 == 0 ){lives_mc.nextFrameAndStop()}; //extra live every 10000 points
lastscore = score; //update lastscore
}

if(dotsArr.length == 0 && pillsArr.length == 0){ //if all dots and pills are gone,.. get next level
freeze(); //freeze pacman and ghosts
nextlevel_TimeOut = setTimeout(next_level, 3000); //get next level
};

//handle pacman movement
if (Key.isDown(Key.right)) {
if (!walls.hitTest(pacman._x +offset,pacman._y,true)) {pacman._x+=pspeed};
} else if (Key.isDown(Key.left)) {
if (!walls.hitTest(pacman._x -offset,pacman._y,true)) {pacman._x-=pspeed};
} else if (Key.isDown(Key.up)) {
if (!walls.hitTest(pacman._x,pacman._y -offset,true)) {pacman._y-=pspeed};
} else if (Key.isDown(Key.down)) {
if (!walls.hitTest(pacman._x,pacman._y +offset,true)) {pacman._y+=pspeed};
}

pacman.OC_checkTunnel(); //check for tunnels
}


function stop_pill() { //if pill stopped working
for (i= 0; i<= maxghosts;i++) { //change color back
if(variable("ghost"+i+".go_home") == false){
variable("ghost"+i+".eyes")._visible = true; //show eyes
variable("ghost"+i+".body")._visible = true; //show color body
variable("ghost"+i+".bluebody").gotoAndStop(1); //stop blinking
variable("ghost"+i+".bluebody")._visible = false; //hide bluebody
}
}
powerpill = false; //set powerpill to false
pspeed = defspeed; //reduce pacmans speed
ghostScore = defghostScore; //reset ghostscore to default
}


function go_blink() { //if pill stopped working
for (i= 0; i<= maxghosts;i++) { //change color back
if(variable("ghost"+i+".go_home") == false){
variable("ghost"+i+".bluebody").gotoAndPlay("blink");
}
}
}


function pac_dead() { //if pacman died,...
paclives -= 1; //reduce life
lives_mc.prevFrameAndStop();
freeze(); //freeze pacman and ghosts
reset_TimeOut = setTimeout(reset_level, 3000); //reset level
}


function reset_level() {
clean_up(); //clean up ghosts & co
if(paclives > 0){ //if lives left,..
make_ghosts(); //make ghosts
pacman.init(); //init pacman
}else {
game_over(); //end game
}
pause_mc._visible = false; //in case paused, hide pause mc
pause_mc.pausedgame = 0; //and set it to not paused
}


function game_over() { //check score for highscore
gotoAndStop("game_over");
}


function freeze() {
for (i= 0; i <= maxghosts; i++) { //stop ghosts
delete variable("ghost"+i).onEnterFrame;
}
delete pacman.onEnterFrame;
}


function clean_up() {
for (i= 0; i<= maxghosts;i++) { //remove ghosts
mc = variable("ghost"+i);
mc.removeMovieClip();
}
}


function next_level() {
clean_up()
currlevel ++; //increase currlevel
gotoAndPlay("reload"); //and reload
}


//show_ghostscore when eating a ghost
function show_ghostscore(x,y,show_gs) {
t++;
ghostscore_mc.duplicateMovieClip("ghostscore_mc"+ t,getNextHighestDepth());
dupB=eval("ghostscore_mc"+ t);
dupB._x = x; //spawn at _x
dupB._y = y; //spawn at _y
dupB.showscore = show_gs; //show score for this ghost
}


onSelfEvent (load) {
paclives = 5; //set # of lives for pacman
currlevel = 1; //set default level
score = lastscore = 0; //set score
defspeed = pspeed = 3.6; //set pacman speed,...
ghostspeed = 3; //set ghost speed,... Note: (24 % ghostspeed) must be 0
defghostScore = ghostScore = 100; //set start score for eating ghosts
offset = 12; //set offset (walls mc_width/2)
ghost._visible = false; //hide original
ghostscore_mc._visible = false; //hide original
var pill_Timeout //init interval
var blink_Timeout //init interval
dotsArr = new Array; //create array to save all dot names
pillsArr = new Array; //create array to save all pill names
collsArr = new Array; //create array for ghost colors, add more if needed
collsArr = ["0xFF0000","0xFF6600","0x00FF00","0xFF00FF","0xFFFF00","0x00FFFF","0x990099","0xFF99FF"];
}


onFrame (3) {
setLabel("reload");
}


onFrame (5) {
init();
stop();
}


onFrame (10) {
setLabel("game_over");
stop();
}

------
pause_mc:
onSelfEvent (load) { this._visible = false;
//add some stuff to pause the game
MovieClip.prototype.pauseEnterFrame = function() {
if (typeof this.onEnterFrame == "function") {
this.tempOef = this.onEnterFrame;
delete this.onEnterFrame;
}
}

MovieClip.prototype.resumeEnterFrame = function() {
if (typeof this.tempOef == "function") {
this.onEnterFrame = this.tempOef;
delete this.tempEnterFrame;
}
}
pausedgame = 0;
Butts = new Object();
Butts.onKeyUp = function() {
if(Key.getCode() == 80) {
if(pausedgame == 1){
_parent.pacman.resumeEnterFrame();
for (i= 0; i<= _root.maxghosts;i++) {
variable("_root.ghost"+i).resumeEnterFrame();
_parent.pause_mc._visible = false;
pausedgame = 0;
}
}else{
_parent.pacman.pauseEnterFrame();
for (i= 0; i<= _root.maxghosts;i++) {
variable("_root.ghost"+i).pauseEnterFrame();
_parent.pause_mc._visible = true;
pausedgame = 1;
}
}
}
}
Key.addListener(Butts);

}

--------
gamelevels:
function gamelevel1() { _root.colums = 25;
_root.mapindex = [1,1,1,1,1,1,1,1,1,1,1,1,3,1,1,1,1,1,1,1,1,1,1,1,1,
1,2,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,2,1,
1,0,1,1,1,0,1,0,1,1,1,1,0,1,1,1,1,0,1,0,1,1,1,0,1,
1,0,1,0,0,0,0,0,1,0,0,0,0,0,0,0,1,0,0,0,0,0,1,0,1,
1,0,1,0,1,1,1,1,1,0,1,1,1,1,1,0,1,1,1,1,1,0,1,0,1,
1,0,0,0,1,0,0,0,1,0,1,0,0,0,1,0,1,0,0,0,1,0,0,0,1,
1,1,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,1,1,
1,0,0,0,1,0,1,0,0,0,0,0,1,0,0,0,0,0,1,0,1,0,0,0,1,
1,0,1,1,1,0,1,0,1,0,1,1,1,1,1,0,1,0,1,0,1,1,1,0,1,
1,0,0,0,0,0,1,0,1,0,0,0,0,0,0,0,1,0,1,0,0,0,0,0,1,
1,0,1,1,1,1,1,0,1,0,1,1,8,1,1,0,1,0,1,1,1,1,1,0,1,
1,0,1,0,0,0,0,0,1,0,1,8,3,8,1,0,1,0,0,0,0,0,1,0,1,
3,0,0,0,1,1,1,1,1,0,3,3,8,3,3,0,1,1,1,1,1,0,0,0,3,
1,0,1,0,0,0,0,0,1,0,1,8,3,8,1,0,1,0,0,0,0,0,1,0,1,
1,0,1,1,1,1,1,0,1,0,1,1,1,1,1,0,1,0,1,1,1,1,1,0,1,
1,0,0,0,0,0,1,0,1,0,0,0,9,0,0,0,1,0,1,0,0,0,0,0,1,
1,0,1,1,1,0,1,0,1,0,1,1,1,1,1,0,1,0,1,0,1,1,1,0,1,
1,0,0,0,1,0,1,0,0,0,0,0,1,0,0,0,0,0,1,0,1,0,0,0,1,
1,1,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,1,1,
1,0,0,0,1,0,0,0,1,0,1,0,0,0,1,0,1,0,0,0,1,0,0,0,1,
1,0,1,0,1,1,1,1,1,0,1,1,1,1,1,0,1,1,1,1,1,0,1,0,1,
1,0,1,0,0,0,0,0,1,0,0,0,0,0,0,0,1,0,0,0,0,0,1,0,1,
1,0,1,1,1,0,1,0,1,1,1,1,0,1,1,1,1,0,1,0,1,1,1,0,1,
1,2,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,2,1,
1,1,1,1,1,1,1,1,1,1,1,1,3,1,1,1,1,1,1,1,1,1,1,1,1];
_parent.make_ghosts();
}
function gamelevel2() {
_root.colums = 25;
_root.mapindex = [1,1,1,1,1,1,1,1,1,1,1,1,3,1,1,1,1,1,1,1,1,1,1,1,1,
1,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,1,
1,0,1,1,1,0,1,1,1,0,1,1,1,1,1,0,1,1,1,0,1,1,1,0,1,
1,0,1,0,0,0,0,0,1,0,1,0,0,0,1,0,1,0,0,0,0,0,1,0,1,
1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,
1,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,1,
1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,
1,0,1,0,0,0,0,0,1,0,1,0,0,0,1,0,1,0,0,0,0,0,1,0,1,
1,0,1,1,1,0,1,1,1,0,1,1,1,1,1,0,1,1,1,0,1,1,1,0,1,
1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
1,0,1,1,1,0,1,1,1,0,1,1,3,1,1,0,1,1,1,0,1,1,1,0,1,
1,0,1,0,0,0,0,0,1,0,1,8,3,8,1,0,1,0,0,0,0,0,1,0,1,
3,0,1,0,1,1,1,0,1,0,3,3,8,3,3,0,0,0,1,1,1,0,0,0,3,
1,0,1,0,0,0,0,0,1,0,1,8,3,8,1,0,1,0,0,0,0,0,1,0,1,
1,0,1,1,1,0,1,1,1,0,1,1,1,1,1,0,1,1,1,0,1,1,1,0,1,
1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
1,0,1,1,1,0,1,1,1,0,1,1,1,1,1,0,1,1,1,0,1,1,1,0,1,
1,0,1,0,0,0,0,0,1,0,1,0,0,0,1,0,1,0,0,0,0,0,1,0,1,
1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,
1,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,1,
1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,
1,0,1,0,0,0,0,0,1,0,1,0,9,0,1,0,1,0,0,0,0,0,1,0,1,
1,0,1,1,1,0,1,1,1,0,1,1,1,1,1,0,1,1,1,0,1,1,1,0,1,
1,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,1,
1,1,1,1,1,1,1,1,1,1,1,1,3,1,1,1,1,1,1,1,1,1,1,1,1];
_parent.make_ghosts();
}


function gamelevel3() {
_root.colums = 25;
_root.mapindex = [1,1,1,1,3,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,3,1,1,1,1,
1,2,0,0,0,1,0,0,0,0,1,0,0,0,1,0,0,0,0,1,0,0,0,2,1,
1,0,1,1,0,1,0,1,1,0,1,0,1,0,1,0,1,1,0,1,0,1,1,0,1,
1,0,1,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,1,0,1,
3,0,1,0,1,1,0,1,1,0,1,0,1,0,1,0,1,1,0,1,1,0,1,0,3,
1,0,0,0,0,0,0,0,0,0,1,0,1,0,1,0,0,0,0,0,0,0,0,0,1,
1,1,1,0,1,0,1,0,1,0,0,0,0,0,0,0,1,0,1,0,1,0,1,1,1,
1,0,0,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,0,0,1,
1,0,1,0,0,0,0,0,0,0,1,0,1,0,1,0,0,0,0,0,0,0,1,0,1,
1,0,1,0,1,0,1,1,1,0,0,0,0,0,0,0,1,1,1,0,1,0,1,0,1,
1,0,0,0,1,0,0,0,0,0,1,1,3,1,1,0,0,0,0,0,1,0,0,0,1,
1,0,1,1,1,0,1,0,1,0,1,8,3,8,1,0,1,0,1,0,1,1,1,0,1,
3,0,0,0,0,0,1,0,1,0,3,3,8,3,3,0,1,0,1,0,0,0,0,0,3,
1,0,1,1,1,0,1,0,1,0,1,8,3,8,1,0,1,0,1,0,1,1,1,0,1,
1,0,0,0,1,0,0,0,0,0,1,1,1,1,1,0,0,0,0,0,1,0,0,0,1,
1,0,1,0,1,0,1,1,1,0,0,0,0,0,0,0,1,1,1,0,1,0,1,0,1,
1,0,1,0,0,0,0,0,0,0,1,0,1,0,1,0,0,0,0,0,0,0,1,0,1,
1,0,0,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,0,0,1,
1,1,1,0,1,0,1,0,1,0,1,0,9,0,1,0,1,0,1,0,1,0,1,1,1,
1,0,0,0,0,0,0,0,0,0,1,0,1,0,1,0,0,0,0,0,0,0,0,0,1,
3,0,1,0,1,1,0,1,1,0,1,0,1,0,1,0,1,1,0,1,1,0,1,0,3,
1,0,1,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,1,0,1,
1,0,1,1,0,1,0,1,1,0,1,0,1,0,1,0,1,1,0,1,0,1,1,0,1,
1,2,0,0,0,1,0,0,0,0,1,0,0,0,1,0,0,0,0,1,0,0,0,2,1,
1,1,1,1,3,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,3,1,1,1,1];
_parent.make_ghosts();
}


function gamelevel4() {
_root.colums = 25;
_root.mapindex = [1,1,1,1,1,1,1,1,1,1,1,1,3,1,1,1,1,1,1,1,1,1,1,1,1,
1,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,1,
1,0,1,0,1,0,1,0,1,0,1,1,0,1,1,0,1,0,1,0,1,0,1,0,1,
1,0,1,0,1,0,1,0,1,0,1,0,0,0,1,0,1,0,1,0,1,0,1,0,1,
1,0,1,0,1,0,1,0,1,0,1,0,0,0,1,0,1,0,1,0,1,0,1,0,1,
1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
1,0,1,0,1,0,1,0,1,0,1,0,0,0,1,0,1,0,1,0,1,0,1,0,1,
1,0,1,0,1,0,1,0,1,0,1,0,0,0,1,0,1,0,1,0,1,0,1,0,1,
1,0,1,0,1,0,1,0,1,0,1,1,0,1,1,0,1,0,1,0,1,0,1,0,1,
1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
1,0,1,0,1,0,1,0,1,0,1,1,3,1,1,0,1,0,1,0,1,0,1,0,1,
1,0,0,0,0,0,0,0,0,0,1,8,3,8,1,0,0,0,0,0,0,0,0,0,1,
3,0,1,0,1,0,1,0,1,0,3,3,8,3,3,0,1,0,1,0,1,0,1,0,3,
1,0,0,0,0,0,0,0,0,0,1,8,3,8,1,0,0,0,0,0,0,0,0,0,1,
1,0,1,0,1,0,1,0,1,0,1,1,1,1,1,0,1,0,1,0,1,0,1,0,1,
1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
1,0,1,0,1,0,1,0,1,0,1,1,0,1,1,0,1,0,1,0,1,0,1,0,1,
1,0,1,0,1,0,1,0,1,0,1,0,0,0,1,0,1,0,1,0,1,0,1,0,1,
1,0,1,0,1,0,1,0,1,0,1,0,0,0,1,0,1,0,1,0,1,0,1,0,1,
1,0,0,0,0,0,0,0,0,0,0,0,9,0,0,0,0,0,0,0,0,0,0,0,1,
1,0,1,0,1,0,1,0,1,0,1,0,0,0,1,0,1,0,1,0,1,0,1,0,1,
1,0,1,0,1,0,1,0,1,0,1,0,0,0,1,0,1,0,1,0,1,0,1,0,1,
1,0,1,0,1,0,1,0,1,0,1,1,0,1,1,0,1,0,1,0,1,0,1,0,1,
1,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,1,
1,1,1,1,1,1,1,1,1,1,1,1,3,1,1,1,1,1,1,1,1,1,1,1,1];
_parent.make_ghosts();
}


function gamelevel5() {
_root.colums = 25;
_root.mapindex = [1,1,1,1,1,1,1,1,1,1,1,1,3,1,1,1,1,1,1,1,1,1,1,1,1,
1,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,1,
1,0,1,1,1,1,1,0,1,1,1,1,1,1,1,1,1,0,1,1,1,1,1,0,1,
1,0,1,8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8,1,0,1,
1,0,1,0,1,1,1,1,1,1,1,1,0,1,1,1,1,1,1,1,1,0,1,0,1,
1,0,1,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,1,0,1,
1,0,1,0,1,0,1,0,1,1,1,1,1,1,1,1,1,0,1,0,1,0,1,0,1,
1,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,1,
1,0,1,0,1,0,1,0,1,1,1,1,0,1,1,1,1,0,1,0,1,0,1,0,1,
1,0,1,0,1,0,1,0,1,0,0,0,0,0,0,0,1,0,1,0,1,0,1,0,1,
1,0,1,0,1,0,1,0,1,0,1,1,0,1,1,0,1,0,1,0,1,0,1,0,1,
1,0,1,0,1,0,1,0,1,0,1,0,0,0,1,0,1,0,1,0,1,0,1,0,1,
3,0,1,8,0,0,1,0,0,0,0,0,9,0,0,0,0,0,1,0,0,8,1,0,3,
1,0,1,0,1,0,1,0,1,0,1,0,0,0,1,0,1,0,1,0,1,0,1,0,1,
1,0,1,0,1,0,1,0,1,0,1,1,0,1,1,0,1,0,1,0,1,0,1,0,1,
1,0,1,0,1,0,1,0,1,0,0,0,0,0,0,0,1,0,1,0,1,0,1,0,1,
1,0,1,0,1,0,1,0,1,1,1,1,0,1,1,1,1,0,1,0,1,0,1,0,1,
1,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,1,
1,0,1,0,1,0,1,0,1,1,1,1,1,1,1,1,1,0,1,0,1,0,1,0,1,
1,0,1,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,1,0,1,
1,0,1,0,1,1,1,1,1,1,1,1,0,1,1,1,1,1,1,1,1,0,1,0,1,
1,0,1,8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8,1,0,1,
1,0,1,1,1,1,1,0,1,1,1,1,1,1,1,1,1,0,1,1,1,1,1,0,1,
1,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,1,
1,1,1,1,1,1,1,1,1,1,1,1,3,1,1,1,1,1,1,1,1,1,1,1,1];
_parent.make_ghosts();
}


function gamelevel6() {
_root.colums = 25;
_root.mapindex = [1,1,1,1,1,1,1,1,1,1,3,1,3,1,3,1,1,1,1,1,1,1,1,1,1,
1,2,0,0,0,0,0,0,0,1,0,1,0,1,0,1,0,0,0,0,0,0,0,2,1,
1,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,0,1,
1,0,1,0,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,1,0,1,
1,0,1,0,1,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,1,0,1,0,1,
1,0,1,0,1,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,1,0,1,0,1,
1,0,1,0,1,0,1,1,0,0,0,0,0,0,0,0,0,1,1,0,1,0,1,0,1,
1,0,1,0,1,0,1,0,0,0,1,0,1,0,1,0,0,0,1,0,1,0,1,0,1,
1,0,0,0,0,0,0,0,1,0,1,0,1,0,1,0,1,0,0,0,0,0,0,0,1,
1,1,0,1,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,1,0,1,1,
3,0,0,1,0,1,0,1,1,0,1,1,8,1,1,0,1,1,0,1,0,1,0,0,3,
1,1,0,1,0,1,0,0,0,0,1,8,3,8,1,0,0,0,0,1,0,1,0,1,1,
3,0,0,1,0,1,0,1,1,0,3,3,8,3,3,0,1,1,0,1,0,1,0,0,3,
1,1,0,1,0,1,0,0,0,0,1,8,3,8,1,0,0,0,0,1,0,1,0,1,1,
3,0,0,1,0,1,0,1,1,0,1,1,1,1,1,0,1,1,0,1,0,1,0,0,3,
1,1,0,1,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,1,0,1,1,
1,0,0,0,0,0,0,0,1,0,1,0,1,0,1,0,1,0,0,0,0,0,0,0,1,
1,0,1,0,1,0,1,0,0,0,1,0,1,0,1,0,0,0,1,0,1,0,1,0,1,
1,0,1,0,1,0,1,1,0,0,0,0,0,0,0,0,0,1,1,0,1,0,1,0,1,
1,0,1,0,1,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,1,0,1,0,1,
1,0,1,0,1,1,1,1,0,0,0,0,9,0,0,0,0,1,1,1,1,0,1,0,1,
1,0,1,0,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,1,0,1,
1,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,0,1,
1,2,0,0,0,0,0,0,0,1,0,1,0,1,0,1,0,0,0,0,0,0,0,2,1,
1,1,1,1,1,1,1,1,1,1,3,1,3,1,3,1,1,1,1,1,1,1,1,1,1];
_parent.make_ghosts();
}


function gamelevel7() {
_root.colums = 25;
_root.mapindex = [1,1,1,1,1,1,1,1,1,1,1,1,3,1,1,1,1,1,1,1,1,1,1,1,1,
1,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,1,
1,0,1,0,1,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,1,0,1,0,1,
1,0,0,2,0,0,1,0,0,0,0,0,0,0,0,0,0,0,1,0,0,2,0,0,1,
1,0,1,0,1,0,1,0,1,1,0,1,0,1,0,1,1,0,1,0,1,0,1,0,1,
1,0,0,0,0,0,1,0,1,0,0,0,0,0,0,0,1,0,1,0,0,0,0,0,1,
1,1,0,1,1,1,0,0,1,0,1,0,1,0,1,0,1,0,0,1,1,1,0,1,1,
1,0,0,0,0,0,0,1,1,0,1,0,1,0,1,0,1,1,0,0,0,0,0,0,1,
1,0,1,0,1,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,1,0,1,0,1,
1,0,1,0,1,0,0,0,0,1,1,1,0,1,1,1,0,0,0,0,1,0,1,0,1,
1,0,1,0,0,0,1,1,0,1,8,0,0,0,8,1,0,1,1,0,0,0,1,0,1,
1,0,1,0,1,0,0,0,0,1,0,1,0,1,0,1,0,0,0,0,1,0,1,0,1,
3,0,1,0,0,0,1,1,0,0,0,0,8,0,0,0,0,1,1,0,0,0,1,0,3,
1,0,1,0,1,0,0,0,0,1,0,1,0,1,0,1,0,0,0,0,1,0,1,0,1,
1,0,1,0,0,0,1,1,0,1,8,0,0,0,8,1,0,1,1,0,0,0,1,0,1,
1,0,1,0,1,0,0,0,0,1,1,1,0,1,1,1,0,0,0,0,1,0,1,0,1,
1,0,1,0,1,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,1,0,1,0,1,
1,0,0,0,0,0,0,1,1,0,1,0,1,0,1,0,1,1,0,0,0,0,0,0,1,
1,1,0,1,1,1,0,0,1,0,1,0,1,0,1,0,1,0,0,1,1,1,0,1,1,
1,0,0,0,0,0,1,0,1,0,0,0,0,0,0,0,1,0,1,0,0,0,0,0,1,
1,0,1,0,1,0,1,0,1,1,0,1,0,1,0,1,1,0,1,0,1,0,1,0,1,
1,0,0,2,0,0,1,0,0,0,0,0,9,0,0,0,0,0,1,0,0,2,0,0,1,
1,0,1,0,1,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,1,0,1,0,1,
1,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,1,
1,1,1,1,1,1,1,1,1,1,1,1,3,1,1,1,1,1,1,1,1,1,1,1,1];
_parent.make_ghosts();

}

----------
pacman:
function init() { for (i= 0; i<= _parent.mapindex.length;i++) {
if(_parent.mapindex == 9){
this._x = (i %_root.colums*24) plus _root.offset;
this._y = (Math.floor(i/_root.colums)*24) plus _root.offset;
}
}
}


onSelfEvent (load) {
init()

}

---------
dots:
function go_dup () { for (i= 0; i<= _root.mapindex.length;i++) {
if(_root.mapindex == 0){
dot.duplicateMovieClip("dot"+ i, i);
mc = eval("dot"+i)
_root.dotsArr.push("dots.dot"+i);
mc._x = i %_root.colums*24;
mc._y = (Math.floor(i/_root.colums)*24);
}
}
}


function init() {
dot._x = 0;
dot._y = 0;
dot._visible = 0;
go_dup();
}


onSelfEvent (load) {
init()

}

---------
walls:
function go_dup () { for (i= 0; i<= _root.mapindex.length;i++) {
if(_root.mapindex == 1){
dot.duplicateMovieClip("dot"+ i, i);
mc = eval("dot"+i);
mc.t = i;
mc._x = i %_root.colums*24;
mc._y = (Math.floor(i/_root.colums)*24);
}
}
}


function init() {
dot._x = 0;
dot._y = 0;
dot._visible = 0;
go_dup();
}


onSelfEvent (load) {
init()
}
 

پیوست ها

  • OC_Pacman.zip
    44.8 کیلوبایت · بازدیدها: 68

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