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the cure | cancion del grupo de cure boys | 90 Clics |
con swing franco el gorila | cancion de regaeton con swing año 2009 | 101 Clics |
juego | este es un juego echo con flash abrir con flash codigos para el jeugonombres de instancia:nnEl escenario: groundnEl jugador: playernEl enemigo: enemynLa barra de salud: healthbarnnCodigo del Botón:nnon(press){n _root.gotoAndStop(1);n}nnCodigo del Fotograma:nnstop(); //stop from going to next frame.nvar g=0.4; //Variable for gravitynvar f=0.8; //Variable for frictionn//We use player before each variable below, to assign the variables to the player object.nplayer._x=Stage.width/2; //Players, x (horizontal location).nplayer.vx=0; //Velocity Xnplayer.vy=0; //Velocity ynplayer.power=1; //Power used to increase the vx for moving.nplayer.jump=-10; //What vy will be set to when jumping.nplayer.jumping=false; //If the player is jumpingnplayer.health=50; //The players healthn//Below we use enemy before the variables to assign the variables to the enemy object.nenemy.vx=0; //Enemys vxnenemy.vy=0; //Enemys vynenemy.power=0.5; //Enemys powernenemy.jump=-8; // Enemys jumpnenemy.jumping=false; //if the enemy is jumpingnthis.onEnterFrame=function(){ //On every frame run this coden brain(enemy,player); //Run the brain function with the "enemy" as the ob value, and "player" as the tr value.n player.vx*=f; //Multiply the playres vx value by f which will decrease it slowing the player down.n player.vy+=g; //Add gravity to the players vy value.n player._y+=player.vy; //Move the players x position based off its vy.n healthbar.gotoAndStop(player.health); //Set the healthbars frame to player.heathn if(player.health<=0){ //if the players heath goes below 0 ie Dead.n cleanup(); //Run our cleanup functionn }// Close the if statementn if(player._x>(Stage.width/2)-20 && player._x<(Stage.width/2)+20){n //if the players x is within 40 pixels of stage center.n ground._x-=player.vx; //move the ground instead of the player in the opposite direction.n enemy._x-=player.vx; //move the enemy away alson }else{ //else meaning if the above condition is not true then do the followingn player._x+=player.vx; //move the player because they are out of the centern }//close the else.n updater(enemy); //run the update function using "enemy" as the ob value.n if(Key.isDown(Key.LEFT)&& !_root.ground.hitTest(player._x-(player._width/2)-3,player._y,true)){n //If the left arrow key is down and the player is not hitting the ground to the leftn player.vx-=player.power; //decrease the players vx by its powern }else if(Key.isDown(Key.RIGHT)&& !_root.ground.hitTest(player._x+(player._width/2)+3,player._y,true)){n //if the above is not true and right arrow key is down and the player is not hitting the ground to the right of it.n player.vx+=player.power; //Increase the players vx by its powern }//close the else ifn if(Key.isDown(Key.UP)&& !player.jumping){ //if the up arrow key is down and the player is not jumpingn player.vy+=player.jump; //add the value of jump to players vyn player._y+=player.jump; //move the players y to prevent it being caught by the collisions.n player.jumping=true; //The player is now jumpingn }//close the ifn collisions(player); //run the collisions function with "player" as the value of obn collisions(enemy); // run the collisions function with "enemy" as the value of obnn}//close the functionnfunction updater(ob){ //creates a function called updater with one input variablen ob.vx*=f; //uses the ob values defined when calling the function to multiply its vx by the friction variablen ob.vy+=g; //add gravityn ob._x+=ob.vx; //update the objects xn ob._y+=ob.vy; //and its yn}//close the functionnfunction collisions(ob){ //Create a function called collisions with one input variable.n while(_root.ground.hitTest(ob._x,ob._y-(ob._height/2),true)){n //while the objects top is inside the ground it will run the followingn ob._y+=0.1; //moves its y position downn ob.vy=0; //and set the objects vy to 0 so if it is jumping it will not continue going up.n }//end the while loopn while(_root.ground.hitTest(ob._x+(ob._width)/3,ob._y+(ob._height/2),true) || _root.ground.hitTest(ob._x-(ob._width)/3,ob._y+(ob._height/2),true)){n //while the objects lower left or lower right is inside the groundn ob._y-=0.1; //Move the objects y position upn ob.vy=0; //set its vy to 0 so if it is falling it will stop fallingn ob.jumping=false; //the player is no longer jumpingn }//close the whilen while(_root.ground.hitTest(ob._x+(ob._width/2),ob._y-(ob._height/2),true) || _root.ground.hitTest(ob._x+(ob._width/2),ob._y+(ob._height/3),true)){n //while the objects upper right or lower right is in the ground thenn ob._x-=0.1; //move the object leftn ob.vx=0; //set its vx to 0 to stop it from movingn }//close the whilen while(_root.ground.hitTest(ob._x-(ob._width/2),ob._y-(ob._height/2),true) || _root.ground.hitTest(ob._x-(ob._width/2),ob._y+(ob._height)/3,true)){n //while the objects upper left or lower left is in the ground thenn ob._x+=0.1; //move the object leftn ob.vx=0; //set its vx to 0n }//close the whilen}//close the functionnfunction brain(ob,tr){ //Create a function called brain with two input variables ob for object and tr for targetn if(ob._x | 99 Clics |
flash profeciona 8 | aki descargen flash profecional 8 portable sin intalesion abrir y cerrar | 100 Clics |
flash | aki descargan programa flash | 69 Clics |
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