/** * @(#) $RCSfile: GameLoop.as,v $ $Revision: 1.5 $ $Date: 2003/03/05 19:52:16 $ * * Copyright 2003 Orgdot AS. All Rights Reserved. * http://dev.swfit.com * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ /** * Loop for the main DNAFactory game counter. * * @author Olaf Havnes * @version $Revision: 1.5 $ $Date: 2003/03/05 19:52:16 $ * @since SWFIT1.0 */ // Do we have a conveyor belt piece ? if (conv_name eq "") { acgt_num++; conv_name = "conv_" add acgt_num; duplicateMovieClip ("acgt", conv_name, acgt_num); setProperty (conv_name, _x, conv_start_x); setProperty (conv_name, _y, conv_start_y); set (conv_name add ":conveyor", true); // Find a spare slot for this conveyor piece i = 0; while (i < num_conv + 1) { if (eval ("conv_" add i) eq "") { set ("conv_" add i, conv_name); break; } i++; } } // Do we have a waiting piece ? if (wait_name eq "") { acgt_num++; wait_name = "drag_" add acgt_num; duplicateMovieClip ("acgt", wait_name, acgt_num); } else { setProperty (wait_name, _x, acgt._x); setProperty (wait_name, _y, acgt._y); } // Do we have a drag piece ? if (wait_name eq "") { acgt_num++; wait_name = "drag_" add acgt_num; duplicateMovieClip ("acgt", wait_name, acgt_num); } else { setProperty (wait_name, _x, wait_x); setProperty (wait_name, _y, wait_y); } // Do we have a deposit piece ? if (dpst_name eq "") { } else { setProperty (dpst_name, _x, dpst_x); setProperty (dpst_name, _y, dpst_y); } if (drop_pause_counter < drop_pause) { drop_pause_counter++; } else { // Do we have a dragging piece ? if (drag_name eq "") { drag_name = wait_name; wait_name = ""; hand.drop_drag = true; } } // Was the piece just dropped ? if (hand.drop_done) { hand.drop_done = false; hand.drop_drag = false; drop_pause_counter = 0; set (drag_name add ":falling", true); drag_name = ""; }