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NANACA Crash Game
(
6 comments
)
( Forum: ESR)
Posted by
Six16
@ 09:35 CST, 19 November 2010 -
iMsg
I know this is old but I came across this again this afternoon.
My top score so far :
3792 Hits
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<<
Comment #1 @ 09:36 CST, 19 November 2010
>>
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By
Six16
I keep beating my own score, but I dunno If il get much better than that again for a while.
<<
Comment #2 @ 09:37 CST, 19 November 2010
>>
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By
Six16
Link to game :
http://www.geocities.jp/lledoece/nanaca-crash.html
<<
Comment #3 @ 12:17 CST, 19 November 2010
>>
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By
Jamerio
:
That's agood score, but by the time I decompile and find out the optimum settings, you are mine!
Results
#initclip 1
class GameControll
{
var vx, vy, px, py, r, scale, toggleflag, slowcount, charapos, chara_array, youko, nanaka, nanakasub, misato, touko, combo, kiri, miki, lastchara, cffcount, cffs, nogravity, nolimit, hitenabled, metermode, globalsound, dataversion, i_power, i_angle, main, speed, tmpx, tmpy, taichi, nanakaobj, slowinterval, contact, aerial, __get__best;
static var savedata, commondata;
function GameControll()
{
} // End of the function
function initialize()
{
vx = 0;
vy = 0;
px = 0;
py = 5.000000E-001;
r = 0;
scale = 100;
toggleflag = true;
slowcount = 0;
charapos = 0;
chara_array = new Array();
youko = false;
nanaka = false;
nanakasub = 0;
misato = false;
touko = false;
combo = false;
kiri = false;
miki = false;
lastchara = null;
cffcount = 0;
cffs = null;
nogravity = false;
nolimit = false;
hitenabled = true;
} // End of the function
function initvalue(val, init)
{
if (val == undefined || val == undefined)
{
return (init);
}
else
{
return (val);
} // end else if
} // End of the function
function localload()
{
savedata = SharedObject.getLocal("nanaca-crash/save", "/");
commondata = SharedObject.getLocal("nanaca-crash/common", "/");
bestrecord = this.initvalue(GameControll.savedata.data.datarecord, 0);
setProperty("", _quality, this.initvalue(GameControll.commondata.data.qualitysetting, "MEDIUM"));
metermode = this.initvalue(GameControll.commondata.data.metersetting, 0);
globalsound.setVolume(this.initvalue(GameControll.commondata.data.soundsetting, 100));
} // End of the function
function localclear()
{
bestrecord = 0;
this.localsave();
} // End of the function
function localsave()
{
this.localset();
GameControll.savedata.flush();
GameControll.commondata.flush();
} // End of the function
function localset()
{
GameControll.savedata.data.dataversion = dataversion;
GameControll.savedata.data.datarecord = GameControll.bestrecord;
GameControll.commondata.data.qualitysetting = _quality;
GameControll.commondata.data.soundsetting = globalsound.getVolume();
GameControll.commondata.data.metersetting = metermode;
} // End of the function
function gamestart()
{
vx = 3.000000E-001 * i_power * Math.cos(i_angle * 3.141593E+000 / 180);
vy = 3.000000E-001 * i_power * Math.sin(i_angle * 3.141593E+000 / 180);
main.gotoAndPlay("start");
} // End of the function
function get best()
{
return (Math.floor(GameControll.bestrecord) + "." + Math.floor((Math.abs(GameControll.bestrecord) + 1) * 100).toString().substr(-2));
} // End of the function
function speedblind(blind)
{
speed.blind(blind);
speed.view(vx, vy);
} // End of the function
function setspecial(chara, flag)
{
switch (chara)
{
case characode.misato:
{
misato = flag;
break;
}
case characode.touko:
{
touko = flag;
break;
}
case characode.kiri:
{
kiri = flag;
break;
}
case characode.miki:
{
miki = flag;
break;
}
case characode.youko:
{
youko = flag;
break;
}
case characode.nanaka:
{
nanaka = flag;
break;
}
} // End of switch
} // End of the function
function boost(power, angle)
{
var _loc2 = this.docffboost(power);
vx = vx + _loc2 * Math.cos(angle * 3.141593E+000 / 180);
vy = Math.abs(vy) + _loc2 * Math.sin(angle * 3.141593E+000 / 180);
} // End of the function
function vpush()
{
tmpx = vx;
tmpy = vy;
} // End of the function
function vpop()
{
vx = tmpx;
vy = tmpy;
} // End of the function
function cffclear()
{
cffs = null;
main.changecolor(GameControll.color_n);
taichi.changecolor(GameControll.color_n, 20);
} // End of the function
function setcffa()
{
taichi.setcff(cffs, 0, cffcount);
cffs = 0;
cffcount = cffcount + 30;
main.changecolor(GameControll.color_a);
taichi.changecolor(GameControll.color_a, 40);
} // End of the function
function setcffb()
{
taichi.setcff(cffs, 1, cffcount);
cffs = 1;
cffcount = cffcount + 20;
main.changecolor(GameControll.color_b);
taichi.changecolor(GameControll.color_b, 40);
} // End of the function
function setcffc()
{
taichi.setcff(cffs, 2, cffcount);
cffs = 2;
this.vpush();
this.speedblind(true);
vx = 10;
vy = 20;
nogravity = true;
cffcount = cffcount + 30;
main.changecolor(GameControll.color_c);
taichi.changecolor(GameControll.color_c, 40);
} // End of the function
function setcffd()
{
taichi.setcff(cffs, 3, cffcount);
cffs = 3;
cffcount = cffcount + 30;
main.changecolor(GameControll.color_d);
taichi.changecolor(GameControll.color_d, 40);
} // End of the function
function docffboost(b_power)
{
if (cffs == 0)
{
cffcount = cffcount - 10;
if (cffcount <= 0)
{
cffcount = 0;
this.cffclear();
} // end if
taichi.cffa();
return (b_power * 2);
}
else if (cffs == 1 && cffcount < 60)
{
cffcount = Math.min(cffcount + b_power * 2.000000E-001, 60);
taichi.cffbc();
return (b_power * 9.000000E-001);
}
else
{
return (b_power);
} // end else if
} // End of the function
function docffb()
{
if (vx < 2 && vy <= 0 && py < 5 && py <= -vy * vy / GameControll.g && hitenabled && slowcount == 0 && !nogravity)
{
this.cffclear();
this.boost(cffcount, 45);
cffcount = 0;
taichi.cffbd();
} // end if
} // End of the function
function docffc()
{
if (py > 2.300000E+000)
{
slowcount = 0;
nolimit = true;
py = 2.300000E+000;
vx = 55;
vy = 0;
taichi.cffc();
}
else
{
cffcount = cffcount - vx * GameControll.interval / 1000 * 30;
if (cffcount <= 0)
{
this.vpop();
this.speedblind(false);
nogravity = false;
nolimit = false;
cffcount = 0;
this.cffclear();
taichi.cffcstop();
}
else
{
taichi.cffcview();
} // end else if
} // end else if
} // End of the function
function docffd()
{
cffcount = cffcount - 6;
if (cffcount <= 0)
{
cffcount = 0;
this.cffclear();
} // end if
taichi.cffd();
vy = Math.sqrt(Math.max(vy * vy - 2 * GameControll.g * py, 0)) * 1.100000E+000;
vx = vx * 1.100000E+000;
} // End of the function
function aerialcrash(upper)
{
nanakaobj.aerial(upper);
} // End of the function
function aerialboost()
{
var _loc2;
_loc2 = Math.atan2(vy, vx) * 9.000000E-001;
vx = vx + 10 * Math.cos(_loc2);
vy = vy + 10 * Math.sin(_loc2);
vy = -vy;
} // End of the function
function cff(charatype)
{
nanakaobj.cff(charatype);
} // End of the function
function slow(frames, interval)
{
slowcount = frames;
slowinterval = interval;
} // End of the function
function slow2(frames, distance)
{
slowcount = frames;
slowinterval = Math.min(GameControll.interval, distance / Math.sqrt(vx * vx + vy * vy) / frames);
} // End of the function
function initchara(chara, code)
{
chara.charatype = code;
chara.hittarget = taichi.taichi_mc;
chara_array.splice(Math.floor(Math.random() * (chara_array.length + 1)), 0, chara);
chara.controll = this;
chara.charaface = contact.getchara(code);
} // End of the function
function setchara(chara)
{
chara_array.splice(Math.floor(Math.random() * (chara_array.length + 1)), 0, chara);
} // End of the function
function getchara(pos)
{
var _loc2;
_loc2 = (GameCharacter)(chara_array.pop());
_loc2.setposition(pos);
lastchara = _loc2.charatype;
} // End of the function
function backeffect(effect, param)
{
main.backeffect(effect, param);
} // End of the function
function moveobj()
{
var _loc2;
var _loc3;
if (cffs == 1)
{
this.docffb();
}
else if (cffs == 2)
{
this.docffc();
} // end else if
if (py == 0 && slowcount == 0 && vx < 1.000000E-004 && vy < 1.000000E-004)
{
vx = 0;
vy = 0;
main.viewscore(px, py, GameControll.bestrecord == px, vx, vy);
this.localset();
main.gameover();
}
else
{
toggleflag = !toggleflag;
if (slowcount > 0)
{
_loc2 = Math.min(slowinterval, 8.533333E-001 / Math.max(vx, Math.abs(vy) - GameControll.g * slowinterval));
--slowcount;
}
else if (nolimit)
{
_loc2 = GameControll.interval;
}
else
{
_loc2 = Math.min(GameControll.interval, 8.533333E-001 * Math.max(1, -8.200000E+000 / py + 2.800000E+000) / Math.max(vx, Math.abs(vy) - GameControll.g * GameControll.interval));
} // end else if
px = px + vx * _loc2;
if (nogravity)
{
py = py + vy * _loc2;
}
else
{
py = py + (GameControll.g * _loc2 / 2 + vy) * _loc2;
vy = vy + GameControll.g * _loc2;
if (py < 0)
{
if (cffs == 3)
{
this.docffd();
}
else
{
vy = Math.sqrt(Math.max(vy * vy - 2 * GameControll.g * py, 0)) * GameControll.ey;
vx = vx * GameControll.ex;
taichi.bound(vx, vy);
} // end else if
py = 0;
this.setspecial(characode.misato, false);
} // end if
} // end else if
_loc3 = scale;
scale = Math.floor(Math.min(Math.max(2.051300E+002 / py, 20), Math.max(scale - 2, 75)) / 1.000000E-001) * 1.000000E-001;
r = r + Math.min(vx * _loc2 * 30, 30);
if (px + 20 >= charapos)
{
charapos = charapos + 10;
this.getchara(charapos);
} // end if
bestrecord = Math.max(GameControll.bestrecord, px);
if (toggleflag)
{
main.viewscore(px, py, GameControll.bestrecord == px, vx, vy);
} // end if
aerial.view(py <= 10 && py >= 3 && hitenabled, vy <= 0, _loc2);
main.moveobj(px, py, Math.round(r), scale, scale != _loc3);
} // end else if
} // End of the function
var characode = {misato: 1, touko: 2, kiri: 3, miki: 4, youko: 5, sakuraba: 6, tomoki: 7, nanaka: 8};
static var color_a = {ra: 100, rb: 0, ga: 100, gb: 128, ba: 100, bb: 0, aa: 100, ab: 0};
static var color_b = {ra: 100, rb: 128, ga: 100, gb: 0, ba: 100, bb: 0, aa: 100, ab: 0};
static var color_c = {ra: 100, rb: 0, ga: 100, gb: 0, ba: 100, bb: 128, aa: 100, ab: 0};
static var color_d = {ra: 100, rb: 64, ga: 100, gb: 64, ba: 100, bb: 0, aa: 100, ab: 0};
static var color_n = {ra: 100, rb: 0, ga: 100, gb: 0, ba: 100, bb: 0, aa: 100, ab: 0};
static var g = -9.800000E+000;
static var ex = 8.000000E-001;
static var ey = 8.000000E-001;
static var interval = 3.333333E-002;
static var bestrecord = 0;
} // End of Class
#endinitclip
Edited by Jamerio at 12:19 CST, 19 November 2010
<<
Comment #4 @ 13:16 CST, 19 November 2010
>>
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By
Six16
- Reply to
#3
Cheater! :)
<<
Comment #5 @ 21:55 CST, 19 November 2010
>>
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By
zealot
- Reply to
#3
ur sad
17%
<<
Comment #6 @ 05:58 CST, 20 November 2010
>>
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By
tourist
- Reply to
#3
sif you understood any of that, 3d "artist".
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