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Flash RTS Main (WIP)

95Roadkill | PRO | 10/27/14 05:21:26 PM UTC | 0 ⭐ | 10977 👁️ | Never ⏰ | []
ActionScript |

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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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    01/01/70 12:00:00 AM UTC
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  • Cuiznxcn icon
    05/18/26 04:34:43 AM UTC
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