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- property pDirection, pMovementSpeed, pFrameNumber, pAnimationSpeed, pPositionX, pPositionY, pAntChannel, pFakeChannel, pLockedDirection, pMaxFrameNumer, pDoDeath, pHealth, pEnergy, pSpriteRect, HALFWIDTH, HALFHEIGHT
- global gMapChannel, gCurrentLevel
-
- on new me, antDirection, antSpeed, animationSpeed, posX, posY, antChannel
- HALFWIDTH = sprite(13).width / 2
- HALFHEIGHT = sprite(13).width / 2
- pHealth = 48
- pEnergy = 48
- pMaxFrameNumer = 4
- pDirection = antDirection
- pMovementSpeed = antSpeed
- if gCurrentLevel = 1 then
- pMovementSpeed = 4
- end if
- if gCurrentLevel = 2 then
- pMovementSpeed = 4
- end if
- if gCurrentLevel = 3 then
- pMovementSpeed = 5
- end if
- if gCurrentLevel = 4 then
- pMovementSpeed = 6
- end if
- pAnimationSpeed = animationSpeed
- pAntChannel = antChannel
- pPositionX = posX
- pPositionY = posY
- pFrameNumber = 1
- sprite(pAntChannel).locH = pPositionX
- sprite(pAntChannel).locV = pPositionY
- pLockedDirection = 0
- pFakeChannel = 12
- return me
- end
-
- on checkAntColision me
- end
-
- on getAntChannel me
- return pAntChannel
- end
-
- on moveAnt me
- case pDirection of
- 1:
- pPositionY = pPositionY - pMovementSpeed
- 2:
- pPositionX = pPositionX + pMovementSpeed
- 3:
- pPositionY = pPositionY + pMovementSpeed
- 4:
- pPositionX = pPositionX - pMovementSpeed
- 5:
- pPositionY = pPositionY - pMovementSpeed
- pPositionX = pPositionX - pMovementSpeed
- 6:
- pPositionY = pPositionY - pMovementSpeed
- pPositionX = pPositionX + pMovementSpeed
- 7:
- pPositionY = pPositionY + pMovementSpeed
- pPositionX = pPositionX - pMovementSpeed
- 8:
- pPositionY = pPositionY + pMovementSpeed
- pPositionX = pPositionX + pMovementSpeed
- end case
- pSpriteRect = rect(pPositionX - HALFWIDTH, pPositionY - HALFHEIGHT, pPositionX + HALFWIDTH, pPositionY + HALFHEIGHT)
- if thisIsMYIntersectionFunctionBitch(pSpriteRect, 7) then
- case pDirection of
- 1:
- pPositionX = pPositionX + pMovementSpeed
- pSpriteRect = rect(pPositionX - HALFWIDTH, pPositionY - HALFHEIGHT, pPositionX + HALFWIDTH, pPositionY + HALFHEIGHT)
- if thisIsMYIntersectionFunctionBitch(pSpriteRect, 7) then
- pPositionX = pPositionX - pMovementSpeed - pMovementSpeed
- pSpriteRect = rect(pPositionX - HALFWIDTH, pPositionY - HALFHEIGHT, pPositionX + HALFWIDTH, pPositionY + HALFHEIGHT)
- if thisIsMYIntersectionFunctionBitch(pSpriteRect, 7) then
- pPositionY = pPositionY + pMovementSpeed
- pPositionX = pPositionX + pMovementSpeed
- pSpriteRect = rect(pPositionX - HALFWIDTH, pPositionY - HALFHEIGHT, pPositionX + HALFWIDTH, pPositionY + HALFHEIGHT)
- end if
- end if
- 2:
- pPositionY = pPositionY - pMovementSpeed
- pSpriteRect = rect(pPositionX - HALFWIDTH, pPositionY - HALFHEIGHT, pPositionX + HALFWIDTH, pPositionY + HALFHEIGHT)
- if thisIsMYIntersectionFunctionBitch(pSpriteRect, 7) then
- pPositionY = pPositionY + pMovementSpeed + pMovementSpeed
- pSpriteRect = rect(pPositionX - HALFWIDTH, pPositionY - HALFHEIGHT, pPositionX + HALFWIDTH, pPositionY + HALFHEIGHT)
- if thisIsMYIntersectionFunctionBitch(pSpriteRect, 7) then
- pPositionY = pPositionY - pMovementSpeed
- pPositionX = pPositionX - pMovementSpeed
- pSpriteRect = rect(pPositionX - HALFWIDTH, pPositionY - HALFHEIGHT, pPositionX + HALFWIDTH, pPositionY + HALFHEIGHT)
- end if
- end if
- 3:
- pPositionX = pPositionX + pMovementSpeed
- pSpriteRect = rect(pPositionX - HALFWIDTH, pPositionY - HALFHEIGHT, pPositionX + HALFWIDTH, pPositionY + HALFHEIGHT)
- if thisIsMYIntersectionFunctionBitch(pSpriteRect, 7) then
- pPositionX = pPositionX - pMovementSpeed - pMovementSpeed
- pSpriteRect = rect(pPositionX - HALFWIDTH, pPositionY - HALFHEIGHT, pPositionX + HALFWIDTH, pPositionY + HALFHEIGHT)
- if thisIsMYIntersectionFunctionBitch(pSpriteRect, 7) then
- pPositionY = pPositionY - pMovementSpeed
- pPositionX = pPositionX + pMovementSpeed
- pSpriteRect = rect(pPositionX - HALFWIDTH, pPositionY - HALFHEIGHT, pPositionX + HALFWIDTH, pPositionY + HALFHEIGHT)
- end if
- end if
- 4:
- pPositionY = pPositionY - pMovementSpeed
- pSpriteRect = rect(pPositionX - HALFWIDTH, pPositionY - HALFHEIGHT, pPositionX + HALFWIDTH, pPositionY + HALFHEIGHT)
- if thisIsMYIntersectionFunctionBitch(pSpriteRect, 7) then
- pPositionY = pPositionY + pMovementSpeed + pMovementSpeed
- pSpriteRect = rect(pPositionX - HALFWIDTH, pPositionY - HALFHEIGHT, pPositionX + HALFWIDTH, pPositionY + HALFHEIGHT)
- if thisIsMYIntersectionFunctionBitch(pSpriteRect, 7) then
- pPositionY = pPositionY - pMovementSpeed
- pPositionX = pPositionX + pMovementSpeed
- pSpriteRect = rect(pPositionX - HALFWIDTH, pPositionY - HALFHEIGHT, pPositionX + HALFWIDTH, pPositionY + HALFHEIGHT)
- end if
- end if
- 5:
- pPositionX = pPositionX + pMovementSpeed
- pSpriteRect = rect(pPositionX - HALFWIDTH, pPositionY - HALFHEIGHT, pPositionX + HALFWIDTH, pPositionY + HALFHEIGHT)
- if thisIsMYIntersectionFunctionBitch(pSpriteRect, 7) then
- pPositionY = pPositionY + pMovementSpeed
- pPositionX = pPositionX - pMovementSpeed
- pSpriteRect = rect(pPositionX - HALFWIDTH, pPositionY - HALFHEIGHT, pPositionX + HALFWIDTH, pPositionY + HALFHEIGHT)
- if thisIsMYIntersectionFunctionBitch(pSpriteRect, 7) then
- pPositionX = pPositionX + pMovementSpeed
- pSpriteRect = rect(pPositionX - HALFWIDTH, pPositionY - HALFHEIGHT, pPositionX + HALFWIDTH, pPositionY + HALFHEIGHT)
- end if
- end if
- 6:
- pPositionX = pPositionX - pMovementSpeed
- pSpriteRect = rect(pPositionX - HALFWIDTH, pPositionY - HALFHEIGHT, pPositionX + HALFWIDTH, pPositionY + HALFHEIGHT)
- if thisIsMYIntersectionFunctionBitch(pSpriteRect, 7) then
- pPositionY = pPositionY + pMovementSpeed
- pPositionX = pPositionX + pMovementSpeed
- pSpriteRect = rect(pPositionX - HALFWIDTH, pPositionY - HALFHEIGHT, pPositionX + HALFWIDTH, pPositionY + HALFHEIGHT)
- if thisIsMYIntersectionFunctionBitch(pSpriteRect, 7) then
- pPositionX = pPositionX - pMovementSpeed
- pSpriteRect = rect(pPositionX - HALFWIDTH, pPositionY - HALFHEIGHT, pPositionX + HALFWIDTH, pPositionY + HALFHEIGHT)
- end if
- end if
- 7:
- pPositionX = pPositionX + pMovementSpeed
- pSpriteRect = rect(pPositionX - HALFWIDTH, pPositionY - HALFHEIGHT, pPositionX + HALFWIDTH, pPositionY + HALFHEIGHT)
- if thisIsMYIntersectionFunctionBitch(pSpriteRect, 7) then
- pPositionY = pPositionY - pMovementSpeed
- pPositionX = pPositionX - pMovementSpeed
- pSpriteRect = rect(pPositionX - HALFWIDTH, pPositionY - HALFHEIGHT, pPositionX + HALFWIDTH, pPositionY + HALFHEIGHT)
- if thisIsMYIntersectionFunctionBitch(pSpriteRect, 7) then
- pPositionX = pPositionX + pMovementSpeed
- pSpriteRect = rect(pPositionX - HALFWIDTH, pPositionY - HALFHEIGHT, pPositionX + HALFWIDTH, pPositionY + HALFHEIGHT)
- end if
- end if
- 8:
- pPositionX = pPositionX - pMovementSpeed
- pSpriteRect = rect(pPositionX - HALFWIDTH, pPositionY - HALFHEIGHT, pPositionX + HALFWIDTH, pPositionY + HALFHEIGHT)
- if thisIsMYIntersectionFunctionBitch(pSpriteRect, 7) then
- pPositionY = pPositionY - pMovementSpeed
- pPositionX = pPositionX + pMovementSpeed
- pSpriteRect = rect(pPositionX - HALFWIDTH, pPositionY - HALFHEIGHT, pPositionX + HALFWIDTH, pPositionY + HALFHEIGHT)
- if thisIsMYIntersectionFunctionBitch(pSpriteRect, 7) then
- pPositionX = pPositionX - pMovementSpeed
- pSpriteRect = rect(pPositionX - HALFWIDTH, pPositionY - HALFHEIGHT, pPositionX + HALFWIDTH, pPositionY + HALFHEIGHT)
- end if
- end if
- end case
- end if
- sprite(pAntChannel).loc = point(pPositionX, pPositionY + 1)
- end
-
- on setAntPosition me, posX, posY
- pPositionX = posX
- pPositionY = posY
- sprite(pAntChannel).locH = pPositionX
- sprite(pAntChannel).locV = pPositionY
- end
-
- on getAntPositionX me
- return pPositionX
- end
-
- on getAntPositionY me
- return pPositionY
- end
-
- on setAntDirection me, antDirection
- pDirection = antDirection
- tempDirection = sprite(pAntChannel).rotation
- end
-
- on getAntDirection me
- return pDirection
- end
-
- on doDeathAnimation me
- if sprite(pAntChannel).blend < 5 then
- puppetSound(5, "lose")
- member("WinOrLose").text = "Try Again"
- go(19)
- exit
- end if
- sprite(pAntChannel).blend = sprite(pAntChannel).blend - 2
- end
-