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- on GTSQuitCD
- global GTSQuittingList, IFLQuitsprite, GTSQuitCounter, GTSChooseQuit
- if rollOver(IFLQuitsprite) then
- set the castNum of sprite getAt(GTSQuittingList, 1) to getAt(GTSQuittingList, 3)
- set the ink of sprite getAt(GTSQuittingList, 1) to getAt(GTSQuittingList, 5)
- updateStage()
- repeat while rollOver(IFLQuitsprite)
- if the mouseDown then
- set GTSChooseQuit to 1
- set the castNum of sprite 48 to 123
- set the locH of sprite 48 to 500
- set the locV of sprite 48 to 420
- set the ink of sprite 48 to 37
- set the castNum of sprite IFLQuitsprite to 122
- updateStage()
- exit repeat
- end if
- end repeat
- if GTSChooseQuit = 1 then
- repeat while 1
- set GTSQuitCounter to 1 + GTSQuitCounter
- wait(0.002)
- if GTSQuitCounter = 30 then
- set the castNum of sprite 48 to the castNum of sprite 48 + 1
- updateStage()
- else
- if GTSQuitCounter = 60 then
- set GTSQuitCounter to 0
- set the castNum of sprite 48 to the castNum of sprite 48 - 1
- updateStage()
- end if
- end if
- if (the mouseH > 548) and (the mouseH < 605) and (the mouseV > 431) and (the mouseV < 469) and the mouseDown then
- set the locH of sprite 48 to 2000
- set GTSQuitCounter to 0
- set GTSChooseQuit to 0
- exit repeat
- end if
- if (the mouseH > 442) and (the mouseH < 504) and (the mouseV > 431) and (the mouseV < 469) and the mouseDown then
- set GTSQuitCounter to 0
- set GTSChooseQuit to 2
- exit repeat
- end if
- end repeat
- end if
- if GTSChooseQuit = 0 then
- set the castNum of sprite getAt(GTSQuittingList, 1) to getAt(GTSQuittingList, 2)
- set the ink of sprite getAt(GTSQuittingList, 1) to getAt(GTSQuittingList, 4)
- updateStage()
- end if
- end if
- if GTSChooseQuit = 2 then
- repeat with t = 1 to 48
- puppetSprite(t, 0)
- end repeat
- forget(window "TRYGAME")
- go("Credits")
- updateStage()
- end if
- end
-