stop();
var mouseIsDown:Boolean = false;
var heldDown:Number = 0;
var heldDownMax:Number = 15;
var scSize:Number = 0;
var scSizeMax:Number = 80;
var units:Array = new Array();
var unitsNum:Number = 0;
var keyIsDown:Boolean = false;
var unitsSelected:Array = new Array();
var unitsUnderSelect:Number = 0;
var rotationSpeed:Number = 250;
var mcIsDown:Boolean = false;
var canMove:Boolean = false;
var vehicleDatabase:Array = new Array();
var buildingDatabase:Array = new Array();
var unitsDown:Array = new Array();
var credits:Number = 2000
var leftBoundry:Number = 1100;
var rightBoundry:Number = -1000;
var topBoundry:Number = 800
var botBoundry:Number = -770
var lowDepth = -this.getNextHighestDepth();
var scrollSpeed:Number = 10;
var mcvIsDown:Boolean = false
var minNum:Number = 0;
var maxNum:Number = 3;
var isPlaying:Boolean = false
//Has Buildings
var HasConYard:Boolean = true
var factoryDown = false;
ui.build.onRelease = function(){
trace("Buildings")
ui.buildingBut._visible = true
}
ui.troop.onRelease = function(){
ui.buildingBut._visible = false
trace("Troops")
}
ui.veh.onRelease = function(){
ui.buildingBut._visible = false
trace("Vehicles")
}
ui.def.onRelease = function(){
ui.buildingBut._visible = false
trace("Defences & skills")
}
onMouseDown = function ()
{
mouseIsDown = true;
};
onMouseUp = function ()
{
mouseIsDown = false;
};
onEnterFrame = function (){;
if(mcvIsDown == false){
vehicleLoad("MCV")
mcvIsDown = true
}
ui.creditsTxt = (credits)
sc._xscale = scSize;
sc._yscale = scSize;
if(mc._x == 0& mc._y == 0){mc.removeMovieClip}
if (scSize > 0){;
sc._x = _xmouse;
sc._y = _ymouse;
} else {
sc._x = -100;
sc._y = -100;
}
if (Key.isDown(Key.SPACE)){;
if(keyIsDown == false){
_root.attachMovie("mc1","mc",lowDepth);
mc._x = _xmouse;
mc._y = _ymouse;
mcIsDown = true
if(mcIsDown == true){
mcIsDown = false
}else{
mc.removeMovieClip
}
}
}
if (Key.isDown(Key.RIGHT)){
if(_root._x >= rightBoundry){
_root._x -= scrollSpeed;
ui._x += scrollSpeed
ui.minimap.box._x +=0.5
}
}
if (Key.isDown(Key.LEFT)){
if(_root._x <= leftBoundry){
_root._x += scrollSpeed
ui._x -= scrollSpeed
ui.minimap.box._x -=0.5
}
}
if (Key.isDown(Key.UP)){
if(_root._y <= topBoundry){
_root._y += scrollSpeed
ui._y -= scrollSpeed
ui.minimap.box._y -=0.5
}
}
if (Key.isDown(Key.DOWN)){
if(_root._y >= botBoundry){
_root._y -= scrollSpeed
ui._y += scrollSpeed
ui.minimap.box._y += 0.5
}
}
trace(unitsSelected)
select();
control();
buttons()
};
function select(){
if (mouseIsDown == true){
if (heldDown <= heldDownMax){
heldDown += 1;
}
if (heldDown >= heldDownMax){
_root.attachMovie("selectC","sc");
if (scSize <= scSizeMax){
scSize += 5;
}
}
}else{
heldDown = 0;
sc.removeMovieClip;
scSize = 0;
}
}
function control(){
for (num = 1; num <= unitsNum; num++){
if (units[num].hitTest(sc)){
unitsSelected.push(units[num]);
trace(units[num] + " selected");
unitsUnderSelect++;
for (i = 1; i <= unitsUnderSelect; i++){
unitsSelected[i].gotoAndStop(2);
}
}
}
}
function movement(obj:MovieClip, target:MovieClip,speed:Number,rotSpeed:Number)
{
if (mcIsDown == true){
targetAngle = Math.floor(Math.atan2(target._y - obj._y, target._x - obj._x) * (180 / Math.PI));
currentAngle = obj._rotation;
angleComp = targetAngle - currentAngle;
angleSignal = angleComp/Math.abs(angleComp);
moveDirection = ((angleComp >= 180) || (angleComp <= -180)) ? -angleSignal : angleSignal;
obj._rotation += spd * moveDirection;
if(Math.abs(angleComp) < rotSpeed){
obj._rotation = targetAngle;
}
obj._x += Math.cos(obj._rotation * (Math.PI / 180)) * speed;
obj._y += Math.sin(obj._rotation * (Math.PI / 180)) * speed;
}
}
//Buiulding Stats
var building:Object = {
buildingName: "ConYard",
cost: 2000,
model: ConstructionYard,
armor:3,
tech: 0,
canBeBuilt: false,
canBeSold: false,
rePack: true,
rePackInto: "MCV",
powerNeeded: 0
}
buildingDatabase.push(building);
var building:Object = {
buildingName: "PowerPlant",
cost: 150,
model: powerPlant,
armor:3,
tech: 0,
canBeSold: true,
powerNeeded: 0,
powerOutput: 200
}
buildingDatabase.push(building);
//Vehicle Stats
var vehicle:Object =
{
vehicleName: "Tank",
cost: 100,
model: tankBody,
turretModel:tankTurret,
speed:.2,
turnSpeed:.2,
turretRotation:.2,
turretOffet:1,
weapon:2,
armor:3,
canFly:4,
builtFrom: factory,
tech: 2
};
vehicleDatabase.push(vehicle);
var vehicle:Object =
{
vehicleName: "MCV",
cost: 500,
model:"MCV",
turretModel: N/A,
deployable: true,
deploysInto: "ConYard",
speed: .2,
turnSpeed: N/A,
turretRotation: N/A,
turretOffet:0,
weapon:2,
armor:3,
canFly:false,
canBuild: true,
builtFrom: factory,
tech: 4,
deployable: true,
deployModel: ConYard,
buildTime: 100
};
vehicleDatabase.push(vehicle);
var vehicle:Object = {
vehicleName: "Harvester",
cost: 50,
model:"tankBody",
turretModel: N/A,
speed:.2,
turnSpeed:N/A,
turretRotation:N/A,
turretOffet:N/A,
weapon:2,
armor:3,
builtFrom: "factory",
tech: 2,
canHarvest: true,
buildTime: 300,
cargo: 200
};
vehicleDatabase.push(vehicle);
vehicleLoad("MCV")
trace(vehicleDatabase.length + " units have been found")
function vehicleLoad(vehicle:String,xPos:Number, yPos:Number){
for (i = 0; i < vehicleDatabase.length; i++){
var vehicleId:String = vehicleDatabase[i].vehicleName;
var vehicleCost:Number = vehicleDatabase[i].cost;
var vehicleTech:Number = vehicleDatabase[i].tech;
var vehicleModel:MovieClip = vehicleDatabase[i].model;
var vehicleTurretModel:MovieClip = vehicleDatabase[i].turretModel;
var vehicleSpeed:Number = vehicleDatabase[i].speed;
var vehicleTurnSpeed:Number = vehicleDatabase[i].turnSpeed;
var vehicleTurretRotation:String = vehicleDatabase[i].turretRotation;
var vehicleTurretOffset:String = vehicleDatabase[i].turretOffset;
var vehicleDeployable:Boolean = vehicleDatabase[i].deployable
var vehicleDeployInto:String = vehicleDatabase[i].deploysInto
var vehicleBuildTime:Number = vehicleDatabase[i].buildTime
if (vehicle == vehicleId){
units[unitsNum] = this.attachMovie(vehicleModel, vehicleId + unitsNum, this.getNextHighestDepth(), { _x:spawnPoint_1._x , _y:spawnPoint_1._y});
unitsNum++
trace("vehicle Found: " + vehicleId)
vehicleFound = true
if(vehicleTech >= 2){
trace(vehicleId + " has a tech of " + vehicleTech)
trace(vehicleId + " can be built in a factory")
if(factoryDown == true){
trace("factory is down and " + vehicleId + " can be built")
if(credits >= vehicleCost){
trace("you have enough credits to build a " +vehicleId)
credits -= vehicleCost
if(mouseIsDown == true){
}
} else {
trace("not enough credits to build a " + vehicleId)
}
}else{
trace("factory is not down and " + vehicleId + " can not be built")
}
}
if(vehicleTech < 2){
trace(vehicleId + " has a tech of " + vehicleTech)
trace(vehicleId + " can be built in a barracks")
}
}else{
if(vehicleFound == false){
trace("no vehicle found!")
}
}
}
}
function buttons (){
build.onRelease = function(){
ui.buildingBut._visible = true
}
troop.onRelease = function(){
ui.buildingBut._visible = false
}
if (HasConYard == true){
ui.buildingBut.powerPlant._visible = true
ui.buildingBut.barracks._visible = true
} else {
ui.buildingBut.powerPlant._visible = false
ui.buildingBut.barracks._visible = false
}
}
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