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		<title>GameDevID.org</title>
		<link>http://www.gamedevid.org/forum</link>
		<description>Indonesian Game Developer Community</description>
		<language>en</language>
		<lastBuildDate>Tue, 09 Feb 2010 04:36:32 GMT</lastBuildDate>
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		<ttl>5</ttl>
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			<title>GameDevID.org</title>
			<link>http://www.gamedevid.org/forum</link>
		</image>
		<item>
			<title>framework simulator..ada yang bisa?</title>
			<link>http://www.gamedevid.org/forum/showthread.php?t=8970&amp;goto=newpost</link>
			<pubDate>Mon, 08 Feb 2010 14:45:09 GMT</pubDate>
			<description>halo teman,...salam kenal semua...aku newbie nih....diriku sekarang lagi coba bikin aplikasi simulator dengan framework SOFA...</description>
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<div>halo teman,...salam kenal semua...aku newbie nih....diriku sekarang lagi coba bikin aplikasi simulator dengan framework SOFA (<a href="http://www.sofa-framework.org)" target="_blank">www.sofa-framework.org)</a>... tapi masih bingung cara mengcompile dengan benar... antara objek dan insrumen selalu ga bisa diintegrasikan...ada yang bisa bantu?....pliiiiiizzzzz...</div>


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			<category domain="http://www.gamedevid.org/forum/forumdisplay.php?f=96">Game Programming</category>
			<dc:creator>raszka</dc:creator>
			<guid isPermaLink="true">http://www.gamedevid.org/forum/showthread.php?t=8970</guid>
		</item>
		<item>
			<title>LowPoly for Iphone Game</title>
			<link>http://www.gamedevid.org/forum/showthread.php?t=8968&amp;goto=newpost</link>
			<pubDate>Mon, 08 Feb 2010 09:13:20 GMT</pubDate>
			<description>Image: http://imgbin.gamedevid.org/i/100ee.jpg 

LowPoly karakter pertamaku buat game Iphone. Berhubung learning by doing jd msh berantakan deh....</description>
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<div><img src="http://imgbin.gamedevid.org/i/100ee.jpg" border="0" alt="" /><br />
<br />
LowPoly karakter pertamaku buat game Iphone. Berhubung learning by doing jd msh berantakan deh. Bikinnya sekitar 3-4jam.</div>


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			<category domain="http://www.gamedevid.org/forum/forumdisplay.php?f=99">3D Artworks</category>
			<dc:creator>norest</dc:creator>
			<guid isPermaLink="true">http://www.gamedevid.org/forum/showthread.php?t=8968</guid>
		</item>
		<item>
			<title>low poly model (masi newbie)</title>
			<link>http://www.gamedevid.org/forum/showthread.php?t=8967&amp;goto=newpost</link>
			<pubDate>Mon, 08 Feb 2010 07:21:26 GMT</pubDate>
			<description>character model pertama. bikinnnya pake blender, texturing photoshop.
sorry klo masih ada yang kurang.texturingnya cmn setengah model d mirror jadi...</description>
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<div>character model pertama. bikinnnya pake blender, texturing photoshop.<br />
sorry klo masih ada yang kurang.texturingnya cmn setengah model d mirror jadi kliatan aneh, terutama bagian kaki (celana).<br />
juga blom ngerti rigging ( masih belajar) jadi posenya pose T-pose :P<br />
jumlah polygon/tris nya lupa, tp klo gak salah polygon 1500an, klo tris jadinya antara 2000-3000an tar tak cek lagi.<br />
kritik n sarannya donk kk :D<br />
thx before<br />
<img src="http://i218.photobucket.com/albums/cc42/blank_footage/porto-bushidodesktop.jpg" border="0" alt="" /></div>


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			<category domain="http://www.gamedevid.org/forum/forumdisplay.php?f=99">3D Artworks</category>
			<dc:creator>blank footage</dc:creator>
			<guid isPermaLink="true">http://www.gamedevid.org/forum/showthread.php?t=8967</guid>
		</item>
		<item>
			<title>Tanya-tanya tentang DarkGDK</title>
			<link>http://www.gamedevid.org/forum/showthread.php?t=8965&amp;goto=newpost</link>
			<pubDate>Sun, 07 Feb 2010 13:48:25 GMT</pubDate>
			<description>Hi Bro n Sis aku masih baru nie kalo dibidang ngebuat game tapi kalo tentang C++ si udah biasa. Karna baru nyoba n Susah liat Thread Serupa:P,...</description>
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<div>Hi Bro n Sis aku masih baru nie kalo dibidang ngebuat game tapi kalo tentang C++ si udah biasa. Karna baru nyoba n Susah liat Thread Serupa:P, Numpang tanya Tutorial DarkGDK di mana aja ya? kalo bisa EBook jangan video. Thanx ya</div>


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			<category domain="http://www.gamedevid.org/forum/forumdisplay.php?f=130"><![CDATA[Engines & Mods]]></category>
			<dc:creator>krazzy193</dc:creator>
			<guid isPermaLink="true">http://www.gamedevid.org/forum/showthread.php?t=8965</guid>
		</item>
		<item>
			<title>Mochi Contest - The Reality Bytes</title>
			<link>http://www.gamedevid.org/forum/showthread.php?t=8964&amp;goto=newpost</link>
			<pubDate>Sun, 07 Feb 2010 12:03:48 GMT</pubDate>
			<description>Image: http://img715.imageshack.us/img715/2449/masthead.jpg 


The SPIL Games and Mochi Media are bringing you a new contest for the first part of...</description>
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<div><img src="http://img715.imageshack.us/img715/2449/masthead.jpg" border="0" alt="" /><br />
<br />
<br />
The SPIL Games and Mochi Media are bringing you a new contest for the first part of 2010! We are giving away $15,000 in prizes! Enter now for your chance to win!<br />
<br />
    * 1st Place - $7,000<br />
    * 2nd Place - $4,000<br />
    * 3rd Place - $2,000<br />
    * Honorable Mention (x2) - $1,000 each<br />
<br />
Our panel of judges will select these 5 winners. Woo Hoo!<br />
Contest Info<br />
<br />
Entry dates: February 2nd, 2010 - April 30th, 2010<br />
<br />
Criteria:<br />
<br />
    * Must incorporate Mochi Live Updates<br />
    * Must use the Mochi Ads API advertisements<br />
    * Must be a simulation or time management themed game<br />
    * Distribution enabled<br />
    * Must be entered by April 30th, 2010 - 11:59PM PST<br />
    * Must be tagged/keyworded with the phrase "spil-contest"<br />
<br />
Winners announced in June!<br />
<br />
<br />
<a href="http://www.mochimedia.com/contest/feb10/index" target="_blank">http://www.mochimedia.com/contest/feb10/index</a></div>


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			<category domain="http://www.gamedevid.org/forum/forumdisplay.php?f=93">Announcement</category>
			<dc:creator>Ultraman_Bastard</dc:creator>
			<guid isPermaLink="true">http://www.gamedevid.org/forum/showthread.php?t=8964</guid>
		</item>
		<item>
			<title>Belajar gamedev bareng offline #2 (music n sound)</title>
			<link>http://www.gamedevid.org/forum/showthread.php?t=8963&amp;goto=newpost</link>
			<pubDate>Sun, 07 Feb 2010 06:07:57 GMT</pubDate>
			<description>Sebelumnya gw meneruskan dari thread ini : http://www.gamedevid.org/forum/showthread.php?t=6802

kalo mau lebih tau apa ini, coba klik n baca dulu...</description>
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<div>Sebelumnya gw meneruskan dari thread ini : <a href="http://www.gamedevid.org/forum/showthread.php?t=6802" target="_blank">http://www.gamedevid.org/forum/showthread.php?t=6802</a><br />
<br />
kalo mau lebih tau apa ini, coba klik n baca dulu deh link diatas<br />
<br />
Studio gw yang sebelumnya hasil rekruitmen dari member gamedevid n teman seperjuangan sekarang butuh satu orang lagi untuk sound desainer, atau bahasa manusianya &quot;yang bertanggung jawab bikin sound dan musik&quot;.<br />
<br />
kami masih belum bisa menjanjikan salary untuk saat ini, kita main kekeluargaan aja bikin game (dan memang sudah menghasilkan) dari proyek ke proyek. saat ini kendala yang paling kelihatan ada masalah musik n sound<br />
<br />
jadi jika ada yang berminat cari pengalaman belajar bareng bikin game ya join aja di studio gw dengan beberapa hal yang harus loe maklumin :<br />
<br />
1. studio gw adalah rumah gw yang disulap dengan ruangan dan unit komputer seadanya<br />
<br />
2. ngga ada sistem salary, (tapi kita optimis untuk menghasilkannya) tapi jangan takut soalnya kita bikin studio juga buat menghasilkan profit n salary juga<br />
<br />
3. sistemnya kekeluargaan tapi tetap diorganisir<br />
<br />
4. saat proyek (jujur) kita lebih santai sambil ngobrol n ngopi bareng sambil kerja (meskipun kita mencapai progres yang signifikan dalam satu bulan)<br />
<br />
nilai plus dari studio ini, meskipun kita masih (maaf) kurang dalam hal aset komputer, teknologi, atau mungkin SDM, tapi udah ada game yang sudah selesai kami buat n sedang dibuat.<br />
<br />
yang tertarik PM gw aja, di studio gw udah ada 2 member gamedevid yang berhasil gw comot, sekarang tinggal loe..!<br />
<br />
catatan : lebih cocok buat yang masih mahasiswa. atau yang masih punya banyak waktu coz biasanya kerja sambil nginep n begadang. kalo ada pelajar yang mau masuk ya silakan monggo.<br />
<br />
<br />
&quot;Thousand miles journey, meet the first step. We were all there once&quot;</div>


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			<category domain="http://www.gamedevid.org/forum/forumdisplay.php?f=119">Game Jobs</category>
			<dc:creator>Breezer</dc:creator>
			<guid isPermaLink="true">http://www.gamedevid.org/forum/showthread.php?t=8963</guid>
		</item>
		<item>
			<title><![CDATA[[contoh]Visual Novel]]></title>
			<link>http://www.gamedevid.org/forum/showthread.php?t=8962&amp;goto=newpost</link>
			<pubDate>Sat, 06 Feb 2010 23:50:41 GMT</pubDate>
			<description>Sebenarnya rada ragu buat upload ini. Karena dengan sedikit penyesuaian, maka viola, visual novel h pun jadi. Tapi biar soal itu aku kembalikan pada...</description>
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<div>Sebenarnya rada ragu buat upload ini. Karena dengan sedikit penyesuaian, maka viola, visual novel h pun jadi. Tapi biar soal itu aku kembalikan pada masing-masing orang.<br />
<br />
Ini adalah contoh yang aku bikin atas permintaan rekan di facebook (orang luar). Katanya dia mau bikin game visual novel non h, jadi biar aku bantu. Karena bahasa inggrisku berantakan, semua dialog aku comot mentah-mentah, resourcenya juga mutlak nyolong dari game asli. Walo resource dari game h, tapi contoh di sini mutlak tanpa adegan h sama sekali (demi keamanan kita bersama :udut:  )<br />
<br />
<!-- BEGIN TEMPLATE = bbcode_code_printable -->
<div style="margin:20px; margin-top:5px">
	<div class="smallfont" style="margin-bottom:2px">Code:</div>
	<hr /><code style="margin:0px" dir="ltr" style="text-align:left">http://www.storage.to/get/93DoGem1/vn_tes_unreg.zip</code><hr />
</div>
<!-- END TEMPLATE = bbcode_code_printable -->Pada dasarnya, ini cuma memiliki sebagian dari fungsi basic sebuah visual novel. Belum dikembangkan lebih lanjut dan belum ada niat diperbaiki. Dan sudah didowngrade agar bisa dipakai di versi unreg.<br />
<br />
Pi-Man</div>


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			<category domain="http://www.gamedevid.org/forum/forumdisplay.php?f=125">Game Maker</category>
			<dc:creator>Pi-Man</dc:creator>
			<guid isPermaLink="true">http://www.gamedevid.org/forum/showthread.php?t=8962</guid>
		</item>
		<item>
			<title>Sim Taxi Map Generator</title>
			<link>http://www.gamedevid.org/forum/showthread.php?t=8961&amp;goto=newpost</link>
			<pubDate>Sat, 06 Feb 2010 12:35:34 GMT</pubDate>
			<description>Image galerynya kemana?

Terinspirasi dari game Sim Taxi nya om Wandah yang terakhir (tumben threadnya sepi).

Setelah melihat petanya, saya berpikir...</description>
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<div>Image galerynya kemana?<br />
<br />
Terinspirasi dari game Sim Taxi nya om Wandah yang terakhir (tumben threadnya sepi).<br />
<br />
Setelah melihat petanya, saya berpikir bahwa peta tersebut sebenarnya bisa digenerate secara random. <br />
<br />
Dan dikarenakan bertepatan dengan hari libur, maka gak ada salahnya ngotak-atik algoritma lagi. <br />
(proyek gamenya sendiri gak pernah selesai :swt:)<br />
<br />
<a href="http://filebin.gamedevid.org/view/1009c/" target="_blank">http://filebin.gamedevid.org/view/1009c/</a><br />
<br />
Abu-abu = jalan<br />
Coklat = Kota<br />
Hijau = Hutan pinggiran kota (maksudnya seperti di gamenya yang gambar pohon kelapa itu)<br />
<br />
Ini adalah algoritma pertama yang diselesaikan murni pakai flash, <br />
gak pakai porting-portingan lagi.<br />
<br />
Warning: <br />
Algoritma ini sangat lemotz untuk big map. <br />
Untuk 6 * 6 block aja udah makan lebih dari 1 menit.<br />
Ada yang bisa bantu gimana ngasi semacam loading gitu?, <br />
sampai saat ini masih belum ngerti konsep loading di flash.<br />
<br />
Just in case, ada yang ingin ngotak-atik codenya:<br />
<!-- BEGIN TEMPLATE = bbcode_code_printable -->
<div style="margin:20px; margin-top:5px">
	<div class="smallfont" style="margin-bottom:2px">Code:</div>
	<hr /><code style="margin:0px" dir="ltr" style="text-align:left">var blockh:Number = 6;<br />
var blockw:Number = 6;<br />
var blockg:Number = 3;<br />
var mapw:Number = blockw * blockg - (blockg - 2);<br />
var maph:Number = blockh * blockg - (blockg - 2);<br />
var nblock:Number = (blockh + 1) * (blockw + 1);<br />
<br />
var map2w:Number = mapw * 2 + 2;<br />
var map2h:Number = maph * 2 + 2;<br />
<br />
var deep:Number = 1;<br />
var mdeep:Number = 1;<br />
var sdeep:Number = 1;<br />
<br />
<br />
var pot:Array = new Array(mapw * maph);<br />
for (var i = 0; i &lt;= mapw * maph; i++) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; pot[i] = new tpot();<br />
}<br />
<br />
var pot2:Array = new Array(mapw * maph);<br />
<br />
var map:Array = new Array(mapw);<br />
for (var i = 0; i &lt;= mapw; i++) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; map[i] = new Array(maph);<br />
}<br />
<br />
for (var i = 0; i &lt;= mapw; i++) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; for (var j = 0; j &lt;= maph; j++) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; map[i][j] = new tmap();<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //map[i][j].type = 1<br />
&nbsp; &nbsp; &nbsp; &nbsp; }<br />
}<br />
<br />
var mapb:Array = new Array(map2w);<br />
for (var i = 0; i &lt;= map2w; i++) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; mapb[i] = new Array(map2h);<br />
}<br />
<br />
for (var i = 0; i &lt;= map2w; i++) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; for (var j = 0; j &lt;= map2h; j++) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; mapb[i][j] = new tmap();<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //map[i][j].type = 1<br />
&nbsp; &nbsp; &nbsp; &nbsp; }<br />
}<br />
<br />
init_map();<br />
ctr = 0;<br />
<br />
var find:Boolean = true;<br />
//var find2:Boolean = true;<br />
<br />
while (find)&nbsp; { <br />
&nbsp; &nbsp; &nbsp; &nbsp; find = stat_cell();<br />
}<br />
<br />
//stat_cell();<br />
closing();<br />
convert();<br />
draw_map2();<br />
//debug();<br />
stop();<br />
<br />
function tmap() {<br />
&nbsp; &nbsp; &nbsp; &nbsp; this.type = 0;&nbsp; &nbsp; &nbsp; &nbsp; //0: empty, 1: road, 2: block<br />
&nbsp; &nbsp; &nbsp; &nbsp; this.rear = false;<br />
&nbsp; &nbsp; &nbsp; &nbsp; this.group = 0;<br />
&nbsp; &nbsp; &nbsp; &nbsp; this.sur4 = 0;<br />
&nbsp; &nbsp; &nbsp; &nbsp; this.sur8 = 0;<br />
}<br />
<br />
function tpot() {<br />
&nbsp; &nbsp; &nbsp; &nbsp; this.x = 0;<br />
&nbsp; &nbsp; &nbsp; &nbsp; this.y = 0;<br />
&nbsp; &nbsp; &nbsp; &nbsp; this.group = 0;<br />
}<br />
<br />
function draw_map2():Void {<br />
&nbsp; &nbsp; &nbsp; &nbsp; var t:MovieClip;<br />
&nbsp; &nbsp; &nbsp; &nbsp; _root.map1_mc.removeMovieClip();<br />
&nbsp; &nbsp; &nbsp; &nbsp; _root.map_mc.duplicateMovieClip(&quot;map1_mc&quot;, deep++, { _x: 0, _y:0 } );<br />
&nbsp; &nbsp; &nbsp; &nbsp; mdeep = 1;<br />
&nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; for (var i = 0; i &lt;= map2w; i++) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; for (var j = 0; j &lt;= map2h; j++) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; t = _root.map1_mc.attachMovie(&quot;kotak&quot;, &quot;kotak&quot; + i + j, mdeep++);<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; t._x = i * 11;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; t._y = j * 11;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //t._xscale = 200;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //t._yscale = 200;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (mapb[i][j].type == 0) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; t.gotoAndStop(2);<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (mapb[i][j].type == 1) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; t.gotoAndStop(4);<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //if (map[i][j].rear) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //&nbsp; &nbsp; &nbsp; &nbsp; t.gotoAndStop(3);<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //}<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; }<br />
}<br />
function grow():Boolean {<br />
&nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; for (var i = 1; i &lt;= mapw - 1; i++) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; for (var j = 1; j &lt;= maph - 1; j++) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (map[i][j].type == 0) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (map[i][j].group &gt; 0) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; count++;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; pot[count].x = i;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; pot[count].y = j;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; pot[count].group = map[i][j].group;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; if (count &gt; 0) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; count = random(count) + 1;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; map[pot[count].x][pot[count].y].type = 2;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; map[pot[count].x][pot[count].y].group = pot[count].group;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //trace('count true');<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; return true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; //trace('count false');<br />
&nbsp; &nbsp; &nbsp; &nbsp; return false;<br />
}<br />
<br />
function check_cell(i: Number, j:Number, ctr:Number, ty: Number):Boolean {<br />
&nbsp; &nbsp; &nbsp; &nbsp; var sgroup:Boolean = false;<br />
&nbsp; &nbsp; &nbsp; &nbsp; var dgroup:Boolean = false;<br />
&nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; for (var xx = -1; xx &lt;= 1; xx++) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; for (var yy = -1; yy &lt;= 1; yy++) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if ((xx != 0) &amp;&amp; (yy != 0)) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if ((i + xx) &lt; 0) { return false }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if ((i + xx) &gt; mapw) { return false }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if ((j + yy) &lt; 0) { return false }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if ((j + yy) &gt; maph) { return false }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (map[i + xx][j + yy].type == 2) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (map[i + xx][j + yy].group == ctr) { sgroup = true };<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (map[i + xx][j + yy].group != ctr) { dgroup = true };<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; //trace('sgroup ' + sgroup + ' dgroup = ' + dgroup);<br />
&nbsp; &nbsp; &nbsp; &nbsp; if ((sgroup) &amp;&amp; (!dgroup)) { <br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; return true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; return false;<br />
}<br />
<br />
function stat_cell():Boolean {<br />
&nbsp; &nbsp; &nbsp; &nbsp; var find:Boolean = false;<br />
&nbsp; &nbsp; &nbsp; &nbsp; var count:Number = 0;<br />
&nbsp; &nbsp; &nbsp; &nbsp; //trace('stat cell');<br />
&nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; for (var i = 1; i &lt;= mapw - 1; i++) { <br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; for (var j = 1; j &lt;= maph - 1; j++) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (map[i][j].type == 0) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; find = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; map[i][j].group = 0;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //find first group<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //north<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (j &gt; 1) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (map[i][j - 1].type == 2) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; map[i][j].group = map[i][j - 1].group;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //south<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (j &lt; maph) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (map[i][j + 1].type == 2) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; map[i][j].group = map[i][j + 1].group;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //east<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (i &lt; mapw) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (map[i + 1][j].type == 2) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; map[i][j].group = map[i + 1][j].group;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //west<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (i &gt; 1) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (map[i - 1][j].type == 2) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; map[i][j].group = map[i - 1][j].group;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //eliminate&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; /*for (var xx = -1; xx &lt;= 1; xx++) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; for (var yy = -1; yy &lt;= 1; yy++) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if ((xx == 0) &amp;&amp; (yy == 0)) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } else {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (((i + xx) &gt; 0) &amp;&amp; ((i + xx) &lt;= mapw - 1)) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (((j + yy) &gt; 0) &amp;&amp; ((j + yy) &lt;= maph - 1)) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (map[i + xx][j + yy].type == 2) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (map[i][j].group &gt; 0) {&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (map[i][j].group != map[i + xx][j + yy].group) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; map[i][j].group = 0;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; map[i][j].type = 1;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; trace('i ' + i + ' j ' + j + '&nbsp; ');<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }*/<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (map[i][j].type == 0) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (map[i][j].group &gt; 0) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; count++;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; pot[count].x = i;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; pot[count].y = j;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; pot[count].group = map[i][j].group;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; }&nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; if (count &gt; 0) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //trace('count = ' + count);<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; for (var ctr = 1; ctr &lt;= nblock; ctr++) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; var ct:Number = 0;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; for (var i = 1; i &lt;= count; i++) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (pot[i].group == ctr) { <br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ct++;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; pot2[ct] = i;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (ct &gt; 0) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //trace('ctr = ' + ctr + ' count = ' + ct);<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ct = random(ct) + 1;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //trace('current ' + ct);<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; map[pot[pot2[ct]].x][pot[pot2[ct]].y].type = 2;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //map[pot[ct].x][pot[ct].y].group = ctr;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; find = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; } else {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; find = false;<br />
&nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; return find;<br />
}<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <br />
function writexy(teks:String, xx:Number, yy:Number):Void {<br />
&nbsp; &nbsp; &nbsp; &nbsp; //var gwrite:Number = 0;<br />
&nbsp; &nbsp; &nbsp; &nbsp; var t:MovieClip;<br />
&nbsp; &nbsp; &nbsp; &nbsp; var frame:Number;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; for (var i = 0; i &lt; teks.length; i++) { <br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; gwrite++<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; t = _root.text1_mc.attachMovie(&quot;d_angka&quot;,&quot;angka&quot; + sdeep, sdeep++, { _x:xx, _y:yy } )<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; frame = Number(teks.charAt(i)) + 1;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; t.gotoAndStop(frame);<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //trace(t);<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; xx += 8<br />
&nbsp; &nbsp; &nbsp; &nbsp; }<br />
}<br />
<br />
function debug() {<br />
&nbsp; &nbsp; &nbsp; &nbsp; var t:MovieClip;<br />
&nbsp; &nbsp; &nbsp; &nbsp; _root.text1_mc.removeMovieClip();<br />
&nbsp; &nbsp; &nbsp; &nbsp; t = _root.attachMovie(&quot;text_mc&quot;, &quot;text1_mc&quot;, deep++);<br />
&nbsp; &nbsp; &nbsp; &nbsp; //trace(t);<br />
&nbsp; &nbsp; &nbsp; &nbsp; sdeep = 0;<br />
&nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; for (var i = 0 ; i &lt;= map2w; i++) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; for (var j = 0; j &lt;= map2h; j++) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //if (map[i][j].rear) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //&nbsp; &nbsp; &nbsp; &nbsp; writexy(&quot;1&quot;, i * 21 + 15, j * 21 + 15);<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //}<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; writexy(string(mapb[i][j].group),i * 21 + 5 , j * 21 + 5 );<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; }<br />
}<br />
<br />
function closing():Void {<br />
&nbsp; &nbsp; &nbsp; &nbsp; for (var i = 0; i &lt;= mapw; i++) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; for (var j = 0; j &lt;= maph; j++) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if ((i == 0) &amp;&amp; (random(3) == 0)) { <br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; map[i][j].type = 2 ;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; map[i][j].group = map[i + 1][j].group;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if ((j == 0) &amp;&amp; (random(3) == 0)){ <br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; map[i][j].type = 2;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; map[i][j].group = map[i][j + 1].group;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if ((i == mapw) &amp;&amp; (random(3) == 0)){ <br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; map[i][j].type = 2;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; map[i][j].group = map[i - 1][j].group;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if ((j == maph) &amp;&amp; (random(3) == 0)){ <br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; map[i][j].type = 2;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; map[i][j].group = map[i][j - 1].group;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; map[0][0].type = 0;<br />
&nbsp; &nbsp; &nbsp; &nbsp; map[mapw][0].type = 0;<br />
&nbsp; &nbsp; &nbsp; &nbsp; map[0][maph].type = 0;<br />
&nbsp; &nbsp; &nbsp; &nbsp; map[mapw][maph].type = 0;&nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; map[0][0].group = 0;<br />
&nbsp; &nbsp; &nbsp; &nbsp; map[mapw][0].group = 0;<br />
&nbsp; &nbsp; &nbsp; &nbsp; map[0][maph].group = 0;<br />
&nbsp; &nbsp; &nbsp; &nbsp; map[mapw][maph].group = 0;&nbsp; &nbsp; &nbsp; &nbsp; <br />
}<br />
<br />
function convert():Void {<br />
&nbsp; &nbsp; &nbsp; &nbsp; var lg:Number;<br />
&nbsp; &nbsp; &nbsp; &nbsp; var rg:Number;<br />
&nbsp; &nbsp; &nbsp; &nbsp; var ug:Number;<br />
&nbsp; &nbsp; &nbsp; &nbsp; var dg:Number;<br />
&nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; var lty:Number;<br />
&nbsp; &nbsp; &nbsp; &nbsp; var rty:Number;<br />
&nbsp; &nbsp; &nbsp; &nbsp; var uty:Number;<br />
&nbsp; &nbsp; &nbsp; &nbsp; var dty:Number;<br />
&nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; for (var i = 0; i &lt;= mapw; i++) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; for (var j = 0; j &lt;= maph; j++) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; mapb[i * 2 + 1][j * 2 + 1].type = map[i][j].type;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; mapb[i * 2 + 1][j * 2 + 1].group = map[i][j].group;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; //set 1<br />
&nbsp; &nbsp; &nbsp; &nbsp; for (var i = 1; i &lt; map2w; i++) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; for (var j = 1; j &lt; map2h; j++) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //hor<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if ((i % 2) == 0) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if ((j % 2) == 1) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; lg = mapb[i - 1][j].group;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; rg = mapb[i + 1][j].group;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if ((lg != rg) &amp;&amp; ((lg + rg) &gt; 0)) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; mapb[i][j].type = 1;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } <br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if ((lg == rg) &amp;&amp; ((lg + rg) &gt; 0)) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; mapb[i][j].type = 2;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; mapb[i][j].group = lg;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //ver&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  <br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if ((i % 2) == 1) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if ((j % 2) == 0) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; lg = mapb[i][j - 1].group;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; rg = mapb[i][j + 1].group;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if ((lg != rg) &amp;&amp; ((lg + rg) &gt; 0)) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; mapb[i][j].type = 1;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if ((lg == rg) &amp;&amp; ((lg + rg) &gt; 0)) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; mapb[i][j].type = 2;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; mapb[i][j].group = lg;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; //set 2<br />
&nbsp; &nbsp; &nbsp; &nbsp; for (var i = 1; i &lt; map2w; i++) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; for (var j = 1; j &lt; map2h; j++) {&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //hor<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if ((i % 2) == 0) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if ((j % 2) == 0) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; lg = mapb[i - 1][j].group;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; rg = mapb[i + 1][j].group;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ug = mapb[i][j - 1].group;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; dg = mapb[i][j + 1].group;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; lty = mapb[i - 1][j].type;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; rty = mapb[i + 1][j].type;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; uty = mapb[i][j - 1].type;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; dty = mapb[i][j + 1].type;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if ((lg != rg)) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; mapb[i][j].type = 1;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } <br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if ((ug != dg)) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; mapb[i][j].type = 1;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } <br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if ((lg == rg) &amp;&amp; ((lg + rg) == 0)) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if ((lty + rty) &gt;= 1) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; mapb[i][j].type = 1;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if ((ug == dg) &amp;&amp; ((ug + dg) == 0)) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if ((uty + dty) &gt;= 1) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; mapb[i][j].type = 1;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if ((lg == rg) &amp;&amp; ((lg + rg) &gt; 0)) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; mapb[i][j].type = 2;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; mapb[i][j].group = lg;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if ((ug == dg) &amp;&amp; ((ug + dg) &gt; 0)) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; mapb[i][j].type = 2;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; mapb[i][j].group = ug;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; //set 3<br />
&nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; for (var i = 0; i &lt;= map2w; i++) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (mapb[i][1].type &gt;= 1) { mapb[i][0].type = 1}<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (mapb[i][map2h - 1].type &gt;= 1) { mapb[i][map2h].type = 1 }<br />
&nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; for (var j = 0; j &lt;= map2h; j++) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (mapb[1][j].type &gt;= 1) { mapb[0][j].type = 1}<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (mapb[map2w-1][j].type &gt;= 1) { mapb[map2w][j].type = 1 }<br />
&nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; <br />
}<br />
<br />
function init_map():Void {<br />
&nbsp; &nbsp; &nbsp; &nbsp; for (var i = 0; i &lt;= mapw; i++) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; for (var j = 0; j &lt;= maph; j++) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; map[i][j].type = 0;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; map[i][j].group = 0;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; for (var i = 0; i &lt;= map2w; i++) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; for (var j = 0; j &lt;= map2h; j++) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; mapb[i][j].type = 0;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; mapb[i][j].group = 0;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; }<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; var ctr:Number = 0;<br />
&nbsp; &nbsp; &nbsp; &nbsp; var ii:Number;<br />
&nbsp; &nbsp; &nbsp; &nbsp; var jj:Number;<br />
&nbsp; &nbsp; &nbsp; &nbsp; for (var i = 1; i &lt;= blockw; i++) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; for (var j = 1; j &lt;= blockh; j++) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ctr++;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ii = i * blockg - (blockg - 1);<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; jj = j * blockg - (blockg - 1);<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; map[ii][jj].group = ctr;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; map[ii][jj].type = 2;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; }<br />
}<br />
<br />
function generate_map() {<br />
&nbsp; &nbsp; &nbsp; &nbsp; var find:Boolean = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; init_map();<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; while (find)&nbsp; { <br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; find = stat_cell();<br />
&nbsp; &nbsp; &nbsp; &nbsp; }<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; closing();<br />
&nbsp; &nbsp; &nbsp; &nbsp; convert();<br />
&nbsp; &nbsp; &nbsp; &nbsp; draw_map2();<br />
}</code><hr />
</div>
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			<category domain="http://www.gamedevid.org/forum/forumdisplay.php?f=124">Adobe Flash</category>
			<dc:creator>realtime</dc:creator>
			<guid isPermaLink="true">http://www.gamedevid.org/forum/showthread.php?t=8961</guid>
		</item>
		<item>
			<title>Re: PPC BEnefits</title>
			<link>http://www.gamedevid.org/forum/showthread.php?t=8959&amp;goto=newpost</link>
			<pubDate>Sat, 06 Feb 2010 09:03:39 GMT</pubDate>
			<description>Here are some benefits of PPC:
1. Increase clicks.
2. Increase return on investment (ROI).
3. Improve ad position.
4. Decrease costs or CPC.
5. Save...</description>
			<content:encoded><![CDATA[<!-- BEGIN TEMPLATE = postbit_external -->

<div>Here are some benefits of PPC:<br />
1. Increase clicks.<br />
2. Increase return on investment (ROI).<br />
3. Improve ad position.<br />
4. Decrease costs or CPC.<br />
5. Save Time and money.<br />
6. Reduce management cost.<br />
7. Improve ad campaign performance.</div>


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			<category domain="http://www.gamedevid.org/forum/forumdisplay.php?f=118">Off Topics</category>
			<dc:creator>jaffery12</dc:creator>
			<guid isPermaLink="true">http://www.gamedevid.org/forum/showthread.php?t=8959</guid>
		</item>
		<item>
			<title>Macross VOXP</title>
			<link>http://www.gamedevid.org/forum/showthread.php?t=8958&amp;goto=newpost</link>
			<pubDate>Sat, 06 Feb 2010 08:16:05 GMT</pubDate>
			<description>Satu-satunya game Macross buat PC (lawas pula)

5i1wCkFhvjc
4lphoClrS-4
Download:

MACROSS - ROBOTECH VOXP (Macross VOXP partially translated)
Part 1...</description>
			<content:encoded><![CDATA[<!-- BEGIN TEMPLATE = postbit_external -->

<div>Satu-satunya game Macross buat PC (lawas pula)<br />
<br />
[youtube]5i1wCkFhvjc[/youtube]<br />
[youtube]4lphoClrS-4[/youtube]<br />
Download:<br />
<br />
MACROSS - ROBOTECH VOXP (Macross VOXP partially translated)<br />
<a href="http://www.hotshare.net/en/file/16805-8325918400.html" target="_blank">Part 1</a><br />
<a href="http://www.hotshare.net/en/file/16879-1711862e1c.html" target="_blank">Part 2</a><br />
<br />
Pass: macrossvoxp.blogspot.com <br />
<br />
DYRL MOD<br />
<a href="http://www.youtube.com/watch?v=u_Iry5TvG8I" target="_blank">http://www.youtube.com/watch?v=u_Iry5TvG8I</a><br />
<a href="http://rapidshare.com/files/139827431/DYRL_VOXP_v2.1.part1.rar" target="_blank">PART 1</a><br />
<a href="http://rapidshare.com/files/139827434/DYRL_VOXP_v2.1.part2.rar" target="_blank">PART 2</a><br />
<a href="http://rapidshare.com/files/139850863/DYRL_VOXP_v2.1.part3.rar" target="_blank">PART 3</a><br />
<a href="http://rapidshare.com/files/139850864/DYRL_VOXP_v2.1.part4.rar" target="_blank">PART 4</a><br />
<br />
VOXPLUS EXTENSION (+MACROSS PLUS STUFFES)<br />
<a href="http://www.youtube.com/watch?v=83U5RghX8Gs" target="_blank">http://www.youtube.com/watch?v=83U5RghX8Gs</a><br />
<br />
<a href="http://www.mediafire.com/?z9yi0nmddwe" target="_blank">VERSION WITH MUSIC</a><br />
<a href="http://www.mediafire.com/?djt1fhoegiw" target="_blank">VERSION WITHOUT MUSIC</a><br />
password: macrossrobotech.forosonline.es 						 						 						<br />
<br />
Macross community di Spanyol berhasil masukin YF-19 dan kawan-kawannya dari Macross Plus :banana:<br />
<br />
*manual seharusnya udah ada di dalem file*<br />
Buat basicnya, senjata harus didapet dari mission2 di campaign.<br />
Langsung aja to the point...<br />
Ratings:<br />
Gameplay: 4/5<br />
Terutama kalo maen online, it's awesome (ga ada game lain di PC dimana kita bisa ngespam missile se-original Macross?). Tapi, pretty meh kalo singleplayer<br />
Graphics: 2/5<br />
Graphic game lawas is lawas, tapi emang aslinya kurang bagus sih (kecuali yang uda di mod di VOXPlus)<br />
Sound: ??/5<br />
Well, kalo aslinya gwa kasi 3/5 (BGMnya kadang2 bermasalah pula, di semua versi), tapi tergantung mod</div>


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			<category domain="http://www.gamedevid.org/forum/forumdisplay.php?f=106">Game Review</category>
			<dc:creator>Gespenst</dc:creator>
			<guid isPermaLink="true">http://www.gamedevid.org/forum/showthread.php?t=8958</guid>
		</item>
		<item>
			<title>merubah tampilan serangan pada rpg maker vx</title>
			<link>http://www.gamedevid.org/forum/showthread.php?t=8956&amp;goto=newpost</link>
			<pubDate>Sat, 06 Feb 2010 02:24:55 GMT</pubDate>
			<description>para master, suhu, teacher, dan sejenisnya:p 

saya mau bertanya sering sekali saya melihat 
game rpg maker yg tampilanya seranganya seperti
zelda...</description>
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<div>para master, suhu, teacher, dan sejenisnya:p <br />
<br />
saya mau bertanya sering sekali saya melihat <br />
game rpg maker yg tampilanya seranganya seperti<br />
zelda bagai mana membuat tampilanya berubah ?</div>


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			<category domain="http://www.gamedevid.org/forum/forumdisplay.php?f=107">Newbie Programming</category>
			<dc:creator>nurr70</dc:creator>
			<guid isPermaLink="true">http://www.gamedevid.org/forum/showthread.php?t=8956</guid>
		</item>
		<item>
			<title>gimana cara jual game mobile ke pasaran game?</title>
			<link>http://www.gamedevid.org/forum/showthread.php?t=8955&amp;goto=newpost</link>
			<pubDate>Fri, 05 Feb 2010 03:43:44 GMT</pubDate>
			<description>gimana cara jual game mobile ke pasaran game?:kopi: :kopi: :kopi:</description>
			<content:encoded><![CDATA[<!-- BEGIN TEMPLATE = postbit_external -->

<div>gimana cara jual game mobile ke pasaran game?:kopi: :kopi: :kopi:</div>


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			<category domain="http://www.gamedevid.org/forum/forumdisplay.php?f=119">Game Jobs</category>
			<dc:creator>randydrummond</dc:creator>
			<guid isPermaLink="true">http://www.gamedevid.org/forum/showthread.php?t=8955</guid>
		</item>
		<item>
			<title>game maker Lib/script buat Game sepak bola</title>
			<link>http://www.gamedevid.org/forum/showthread.php?t=8954&amp;goto=newpost</link>
			<pubDate>Fri, 05 Feb 2010 03:15:21 GMT</pubDate>
			<description>apa aja lib/script buat bkin dribbling moves, sehingaa bola saat spirite player menyentuh bola, bola bisa bergeser dikit2 secara beturan?

apa aja...</description>
			<content:encoded><![CDATA[<!-- BEGIN TEMPLATE = postbit_external -->

<div>apa aja lib/script buat bkin dribbling moves, sehingaa bola saat spirite player menyentuh bola, bola bisa bergeser dikit2 secara beturan?<br />
<br />
apa aja lib/script buat bkin passing yang pada jarak tertentu spirite bola dapat berhenti?<br />
<br />
gimana cara membuat pergeseran ruang dalam satu ruang main saat spirite menyentuh titik akhir ruang?:kopi:</div>


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			<category domain="http://www.gamedevid.org/forum/forumdisplay.php?f=105">General Programming</category>
			<dc:creator>randydrummond</dc:creator>
			<guid isPermaLink="true">http://www.gamedevid.org/forum/showthread.php?t=8954</guid>
		</item>
		<item>
			<title>The dark side (and retarded) of a hardcore gaming community</title>
			<link>http://www.gamedevid.org/forum/showthread.php?t=8953&amp;goto=newpost</link>
			<pubDate>Thu, 04 Feb 2010 11:44:09 GMT</pubDate>
			<description>(in this case Ace Combat)
*kalo merasa kurang berkenan di offtopic, please pindahin ke inspirational, thx*
Pengalaman gwa (true story)
**Note: Ada...</description>
			<content:encoded><![CDATA[<!-- BEGIN TEMPLATE = postbit_external -->

<div>(in this case Ace Combat)<br />
*kalo merasa kurang berkenan di offtopic, please pindahin ke inspirational, thx*<br />
Pengalaman gwa (true story)<br />
<b>*Note: Ada beberapa member forum yang masuk militer, wtf?!*</b><br />
<a href="http://acecombatskies.com/index.php?showtopic=22038" target="_blank">http://acecombatskies.com/index.php?showtopic=22038</a> <br />
<a href="http://acecombatskies.com/index.php?showtopic=14207&amp;st=800&amp;start=800" target="_blank">http://acecombatskies.com/index.php?...=800&amp;start=800</a><br />
(perhatiin flame warnya)<br />
<br />
Cara meng-reintroduce diri yang aneh<br />
<a href="http://acecombatskies.com/index.php?showtopic=22366&amp;st=60&amp;start=60" target="_blank">http://acecombatskies.com/index.php?...st=60&amp;start=60</a> (<br />
(lagi, berakhir dengan [s]bahagia[/s] Flame war)<br />
Ato orang super-tolol yang ngaku2nya [s]US Army Rangers + USAF sekaligus?[/s] agen CIA yang bisa ngeshut-down forum?<br />
<a href="http://acecombatskies.com/index.php?showtopic=22094" target="_blank">http://acecombatskies.com/index.php?showtopic=22094</a><br />
<br />
Yang lemah (my squad) ditantang terus sama yang terkuat <b>(they call it drama, mungkin terlalu lama nangtung di 4chan sono</b><a href="http://acecombatskies.com/index.php?showtopic=22121" target="_blank">http://acecombatskies.com/index.php?showtopic=22121</a><b>)</b><br />
<a href="http://acecombatskies.com/index.php?showtopic=22456" target="_blank">http://acecombatskies.com/index.php?showtopic=22456</a><br />
<a href="http://acecombatskies.com/index.php?showtopic=22523" target="_blank">http://acecombatskies.com/index.php?showtopic=22523</a><br />
<a href="http://acecombatskies.com/index.php?showtopic=20758" target="_blank">http://acecombatskies.com/index.php?showtopic=20758</a></div>


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			<category domain="http://www.gamedevid.org/forum/forumdisplay.php?f=118">Off Topics</category>
			<dc:creator>Gespenst</dc:creator>
			<guid isPermaLink="true">http://www.gamedevid.org/forum/showthread.php?t=8953</guid>
		</item>
		<item>
			<title>Export .M3G animasi bermasalah</title>
			<link>http://www.gamedevid.org/forum/showthread.php?t=8952&amp;goto=newpost</link>
			<pubDate>Thu, 04 Feb 2010 09:38:28 GMT</pubDate>
			<description>guys mo nanya nih, kantor gw lagi develop game 3d handphone pake j2me. nah ada problem, untuk eksport dari maya ke .M3G ada kendala di animasi. model...</description>
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<div>guys mo nanya nih, kantor gw lagi develop game 3d handphone pake j2me. nah ada problem, untuk eksport dari maya ke .M3G ada kendala di animasi. model udah berhasil di load, cuma animasi (pake Maya) ngga bisa jalan. asumsi kayaknya ini problem di exporter.<br />
<br />
thanks a lot.. =)</div>


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			<category domain="http://www.gamedevid.org/forum/forumdisplay.php?f=96">Game Programming</category>
			<dc:creator>Breezer</dc:creator>
			<guid isPermaLink="true">http://www.gamedevid.org/forum/showthread.php?t=8952</guid>
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