stop();//tells the main timeline to stop on this frame basket.startDrag(true, 10, 333, 590, 333);//defines where we can move our basket fscommand(allowscale, false);//keeps our movie at the 400H x 600W pixel format score = 0;//score is a variable with a value of zero u = 0;//u is a variable with a value of zero, it is used to help identify broken apples right = 600;//_x value for the right side of screen left = 0;//_x value for the left side of the screen top = 0;//_y value for the top of the screen bottom = 350;//_y value for the bottom of the screen tm = 0;//tm is our variable for time tDif = 2;//tDif is our variable for the time between apples coming on screen startTime = Math.floor(getTimer()/1000);//variable that gets the time you atart playing ot = getTimer()/1000-3;//ot is a variable for the old time otd = getTimer()/1000;//otd is a variable for the old time difference a = 0;//a is another variable, used to identify apples maxA = 10;//variable for maximum amount of apples on screen at one time applesSaved = 0;//variable for amount of apples saved/caught in basket //moveApple is a function that controls the apples, moves apples, adds splat if one hits the ground, and hitTests between apples and basket to see if you catch one moveApple = function () { for (i=0; i<=maxA; i++) { _root["apple"+i].yspeed++; _root["apple"+i]._y += _root["apple"+i].yspeed; _root["apple"+i]._x += _root["apple"+i].xspeed; //if the apple hits the ground, remove it and add an effect if (_root["apple"+i]._y>bottom) { _root.attachMovie("uhoh", "uhoh"+u, 200+u); _root["uhoh"+u]._y = _root["ball"+i]._y-50; _root["uhoh"+u]._x = _root["ball"+i]._x; u++; score -= 1; _root["apple"+i].removeMovieClip(); //this line of code would reverse the apples direction // _root["apple"+i].yspeed *= -1; } //place a mc inside of the "basket" and name it "top" to check for collisions if (_root["apple"+i].hitTest(basket.top)) { //same here, useful in a game like PONG // _root["apple"+i].yspeed *= -1; // _root["apple"+i].yspeed = -Math.abs(_root["ball"+i].yspeed); _root["apple"+i].removeMovieClip(); score += 1; } } }; possibleX = [20, 40, 60, 80, 100, 120, 140, 160, 180, 200, 220, 240, 260, 280, 300, 320, 340, 360, 380, 400, 420, 440, 460, 480, 500, 520, 540, 560, 580];//possibleX is a variable that is an array of possible _x positions an apple can start from possibleY = [-10, -10, -10, -10];//possibleY is a variable that is an array of possible _y positions an apple can start from //addApple is a function that will add an apple to the screen if enough time has passed from the last time it added an apple pxl = possibleX.length;//the length of the possibleX array addApple = function () { nt = getTimer()/1000; if (nt>ot+tDif) { _root.attachMovie("apple", "apple"+a, 100+a); x = ((Math.floor(Math.random()*pxl)));//variable for... y = ((Math.floor(Math.random()*4)));//variable for... //_root["apple"+a].gotoAndStop(x+1);//tells the apple movieclip to stop at frame _root["apple"+a]._x = possibleX[x];//tells the apple movieclip it's starting _x position _root["apple"+a]._y = possibleX[y];//tells the apple movieclip it's starting _y position _root["apple"+a].yspeed = .5;//tells the apple movieclip it's _y speed //_root["apple"+a].xspeed = x+2;//tells the apple movieclip it's _x speed ot = getTimer()/1000;// old time variable ++a;//add one to the variable a if (a>maxA) { a = 0; } } }; //timer function tDifUpdate = function () { ntd = getTimer()/1000; if (ntd>otd+10) { tDif -= .1; otd = getTimer()/1000; } }; //if your game has a timer/countdown timeLeft = function () { time = Math.floor(getTimer()/1000)-startTime; if(time > 10){ _root.gotoAndStop(3); } }; //our main function that runs everything onEnterFrame = function () { if (play) { //basket._yscale = basket._y-200;//adds dimension //basket._xscale = basket._y-200;//adds dimension addApple(); moveApple(); timeLeft(); tDifUpdate(); } }; //trace(time);//for debugging //trace(tm);//for debugging //trace(score);//for debugging