@@ -32,14 +32,12 @@ package
public var selectedItem: Item = null ;
public var btnArray: Array ;
public var player: Player;
public const faURL: String = "http://www.furaffinity.net/user/" ;
public function MainGameUI (_main :Main )
{
main = _main ;
player = main. player;
game = new MainGame();
@@ -279,21 +277,21 @@ package
updateNavBtns();
updateMaps();
if (player. resources[ "currCapacity" ] <= 0 ) {
main. addResource ("Health" , - 0.05 * player. resources[ "maxHealth" ] , 0 );
if (player. resources[ "currHealth" ] <= 0 )
if (main . player. resources[ "currCapacity" ] <= 0 ) {
main. addResource ("Health" , - 0.05 * main . player. resources[ "maxHealth" ] , 0 );
if (main . player. resources[ "currHealth" ] <= 0 )
main. gameOver(2 );
}
var capDrained: int ;
if (player. stats[ "vit" ] <= 0.8 * player. resources[ "maxCapacity" ] )
capDrained = Math . round (0.05 * (player. resources[ "maxCapacity" ] - player. stats[ "vit" ] ));
if (main . player. stats[ "vit" ] <= 0.8 * main . player. resources[ "maxCapacity" ] )
capDrained = Math . round (0.05 * (main . player. resources[ "maxCapacity" ] - main . player. stats[ "vit" ] ));
else
capDrained = Math . round (0.01 * player. resources[ "maxCapacity" ] );
capDrained = Math . round (0.01 * main . player. resources[ "maxCapacity" ] );
if (capDrained > player. resources[ "currCapacity" ] ) {
capDrained = player. resources[ "currCapacity" ] - capDrained;
main. setResource("Capacity" , 0 , player. resources[ "maxCapacity" ] );
if (capDrained > main . player. resources[ "currCapacity" ] ) {
capDrained = main . player. resources[ "currCapacity" ] - capDrained;
main. setResource("Capacity" , 0 , main . player. resources[ "maxCapacity" ] );
} else
main. addResource ("Capacity" , - capDrained, 0 );
@@ -315,21 +313,21 @@ package
}
public function updateQuests ():void {
for each (var quest: GameEvent in player. quests) {
for each (var quest: GameEvent in main . player. quests) {
quest. checkState();
}
}
public function updateMenuBtns ():void {
trace ("state = " + state );
// trace("state = " + state);
game. menuUI. appearanceBtn. visible = true ;
game. menuUI. inventoryBtn. visible = true ;
game. menuUI. skillsBtn. visible = true ;
game. menuUI. questsBtn. visible = true ;
switch (state ) {
case "navigate" :
if (World. world[ player. x ][ player. y ] . save ) {
if (World. world[ main . player. x ][ main . player. y ] . save ) {
game. menuUI. saveBtn. visible = true ;
game. menuUI. loadBtn. visible = true ;
} else {
@@ -344,6 +342,9 @@ package
game. menuUI. saveBtn. visible = false ;
game. menuUI. loadBtn. visible = true ;
game. menuUI. loadBtn. btnText. text = "Back" ;
} else {
game. menuUI. saveBtn. visible = false ;
game. menuUI. loadBtn. visible = false ;
}
break ;
case "shop" :
@@ -375,121 +376,91 @@ package
game. menuUI. loadBtn. visible = false ;
break ;
}
/*if (menuItemSelected || state == "shop" || state == "buying" || state == "selling") {
game.menuUI.saveBtn.visible = false;
game.menuUI.loadBtn.visible = true;
game.menuUI.loadBtn.btnText.text = "Back";
} else if (World.world[player.x][player.y].save) {
game.menuUI.saveBtn.visible = true;
game.menuUI.loadBtn.visible = true;
} else if (state == "gameover") {
game.menuUI.appearanceBtn.visible = false;
game.menuUI.inventoryBtn.visible = false;
game.menuUI.skillsBtn.visible = false;
game.menuUI.questsBtn.visible = false;
game.menuUI.saveBtn.visible = false;
game.menuUI.loadBtn.visible = true;
game.menuUI.loadBtn.btnText.text = "Load";
} else if (state == "map") {
game.menuUI.appearanceBtn.visible = false;
game.menuUI.inventoryBtn.visible = false;
game.menuUI.skillsBtn.visible = false;
game.menuUI.questsBtn.visible = false;
game.menuUI.saveBtn.visible = false;
game.menuUI.loadBtn.visible = false;
} else if (state == "navigate") {
game.menuUI.saveBtn.visible = false;
game.menuUI.loadBtn.visible = true;
game.menuUI.loadBtn.btnText.text = "Load";
} else {
game.menuUI.saveBtn.visible = false;
game.menuUI.loadBtn.visible = false;
}*/
}
public function updateNavBtns ():void {
var x : int = player. x ;
var y : int = player. y ;
var x : int = main . player. x ;
var y : int = main . player. y ;
game. btnsUI. btn5. visible = false ;
game. mainUI. zoneBtn. zoneName. text = World. world[ player. x ][ player. y ] . name ;
game. mainUI. zoneBtn. zoneName. text = World. world[ main . player. x ][ main . player. y ] . name ;
if (! checkBounds(player. x - 1 , player. y - 1 ) ||
World. world[ player. x - 1 ][ player. y - 1 ] == null ) {
if (! checkBounds(main . player. x - 1 , main . player. y - 1 ) ||
World. world[ main . player. x - 1 ][ main . player. y - 1 ] == null ) {
game. btnsUI. btn1. visible = false ;
} else {
game. btnsUI. btn1. visible = true ;
game. btnsUI. btn1. btnText. text = World. world[ player. x - 1 ][ player. y - 1 ] . name ;
game. btnsUI. btn1. btnText. text = World. world[ main . player. x - 1 ][ main . player. y - 1 ] . name ;
}
if (! checkBounds(player. x , player. y - 1 ) ||
World. world[ player. x ][ player. y - 1 ] == null ) {
if (! checkBounds(main . player. x , main . player. y - 1 ) ||
World. world[ main . player. x ][ main . player. y - 1 ] == null ) {
game. btnsUI. btn2. visible = false ;
} else {
game. btnsUI. btn2. visible = true ;
game. btnsUI. btn2. btnText. text = World. world[ x ][ y - 1 ] . name ;
}
if (! checkBounds(player. x + 1 , player. y - 1 ) ||
World. world[ player. x + 1 ][ player. y - 1 ] == null ) {
if (! checkBounds(main . player. x + 1 , main . player. y - 1 ) ||
World. world[ main . player. x + 1 ][ main . player. y - 1 ] == null ) {
game. btnsUI. btn3. visible = false ;
} else {
game. btnsUI. btn3. visible = true ;
game. btnsUI. btn3. btnText. text = World. world[ player. x + 1 ][ player. y - 1 ] . name ;
game. btnsUI. btn3. btnText. text = World. world[ main . player. x + 1 ][ main . player. y - 1 ] . name ;
}
if (! checkBounds(player. x - 1 , player. y ) ||
World. world[ player. x - 1 ][ player. y ] == null ) {
if (! checkBounds(main . player. x - 1 , main . player. y ) ||
World. world[ main . player. x - 1 ][ main . player. y ] == null ) {
game. btnsUI. btn4. visible = false ;
} else {
game. btnsUI. btn4. visible = true ;
game. btnsUI. btn4. btnText. text = World. world[ player. x - 1 ][ player. y ] . name ;
game. btnsUI. btn4. btnText. text = World. world[ main . player. x - 1 ][ main . player. y ] . name ;
}
if (World. world[ player. x ][ player. y ] . enter) {
if (World. world[ main . player. x ][ main . player. y ] . enter) {
game. btnsUI. btn5. visible = true ;
game. btnsUI. btn5. btnText. text = "Enter" ;
}
if (! checkBounds(player. x + 1 , player. y ) ||
World. world[ player. x + 1 ][ player. y ] == null ) {
if (! checkBounds(main . player. x + 1 , main . player. y ) ||
World. world[ main . player. x + 1 ][ main . player. y ] == null ) {
game. btnsUI. btn6. visible = false ;
} else {
game. btnsUI. btn6. visible = true ;
game. btnsUI. btn6. btnText. text = World. world[ player. x + 1 ][ player. y ] . name ;
game. btnsUI. btn6. btnText. text = World. world[ main . player. x + 1 ][ main . player. y ] . name ;
}
if (! checkBounds(player. x - 1 , player. y + 1 ) ||
World. world[ player. x - 1 ][ player. y + 1 ] == null ) {
if (! checkBounds(main . player. x - 1 , main . player. y + 1 ) ||
World. world[ main . player. x - 1 ][ main . player. y + 1 ] == null ) {
game. btnsUI. btn7. visible = false ;
} else {
game. btnsUI. btn7. visible = true ;
game. btnsUI. btn7. btnText. text = World. world[ player. x - 1 ][ player. y + 1 ] . name ;
game. btnsUI. btn7. btnText. text = World. world[ main . player. x - 1 ][ main . player. y + 1 ] . name ;
}
if (! checkBounds(player. x , player. y + 1 ) ||
World. world[ player. x ][ player. y + 1 ] == null ) {
if (! checkBounds(main . player. x , main . player. y + 1 ) ||
World. world[ main . player. x ][ main . player. y + 1 ] == null ) {
game. btnsUI. btn8. visible = false ;
} else {
game. btnsUI. btn8. visible = true ;
game. btnsUI. btn8. btnText. text = World. world[ player. x ][ player. y + 1 ] . name ;
game. btnsUI. btn8. btnText. text = World. world[ main . player. x ][ main . player. y + 1 ] . name ;
}
if (! checkBounds(player. x + 1 , player. y + 1 ) ||
World. world[ player. x + 1 ][ player. y + 1 ] == null ) {
if (! checkBounds(main . player. x + 1 , main . player. y + 1 ) ||
World. world[ main . player. x + 1 ][ main . player. y + 1 ] == null ) {
game. btnsUI. btn9. visible = false ;
} else {
game. btnsUI. btn9. visible = true ;
game. btnsUI. btn9. btnText. text = World. world[ player. x + 1 ][ player. y + 1 ] . name ;
game. btnsUI. btn9. btnText. text = World. world[ main . player. x + 1 ][ main . player. y + 1 ] . name ;
}
}
public function updateMaps ():void {
game. mainUI. miniMap. x = 350 + 70 - 35 * player. x ;
game. mainUI. miniMap. y = 70 - 35 * player. y ;
game. mainUI. miniMap. x = 350 + 70 - 35 * main . player. x ;
game. mainUI. miniMap. y = 70 - 35 * main . player. y ;
game. mainUI. bigMarker. x = 552 + 62 * player. x ;
game. mainUI. bigMarker. y = 62 * player. y ;
game. mainUI. bigMarker. x = 552 + 62 * main . player. x ;
game. mainUI. bigMarker. y = 62 * main . player. y ;
}
//}
@@ -562,7 +533,7 @@ package
else if (game. btnsUI. btn1. visible && e. keyCode == Keyboard . NUMPAD_7 ) {
switch (state ) {
case "navigate" :
if (World. world[ player. x - 1 ][ player. y - 1 ] != null )
if (World. world[ main . player. x - 1 ][ main . player. y - 1 ] != null )
moveNW();
break ;
case "appearance" :
@@ -587,7 +558,7 @@ package
else if (game. btnsUI. btn2. visible && (e. keyCode == Keyboard . NUMPAD_8 || e. keyCode == Keyboard . UP || e. keyCode == Keyboard . W )) {
switch (state ) {
case "navigate" :
if (World. world[ player. x ][ player. y - 1 ] != null )
if (World. world[ main . player. x ][ main . player. y - 1 ] != null )
moveN();
break ;
case "appearance" :
@@ -605,7 +576,7 @@ package
else if (game. btnsUI. btn3. visible && e. keyCode == Keyboard . NUMPAD_9 ) {
switch (state ) {
case "navigate" :
if (World. world[ player. x + 1 ][ player. y - 1 ] != null )
if (World. world[ main . player. x + 1 ][ main . player. y - 1 ] != null )
moveNE();
break ;
case "inventory" :
@@ -625,7 +596,7 @@ package
else if (game. btnsUI. btn4. visible && (e. keyCode == Keyboard . NUMPAD_4 || e. keyCode == Keyboard . LEFT || e. keyCode == Keyboard . A )) {
switch (state ) {
case "navigate" :
if (World. world[ player. x - 1 ][ player. y ] != null )
if (World. world[ main . player. x - 1 ][ main . player. y ] != null )
moveW();
break ;
case "appearance" :
@@ -660,7 +631,7 @@ package
else if (game. btnsUI. btn6. visible && (e. keyCode == Keyboard . NUMPAD_6 || e. keyCode == Keyboard . RIGHT || e. keyCode == Keyboard . D )) {
switch (state ) {
case "navigate" :
if (World. world[ player. x + 1 ][ player. y ] != null )
if (World. world[ main . player. x + 1 ][ main . player. y ] != null )
moveE();
break ;
case "appearance" :
@@ -678,7 +649,7 @@ package
else if (game. btnsUI. btn7. visible && e. keyCode == Keyboard . NUMPAD_1 ) {
switch (state ) {
case "navigate" :
if (World. world[ player. x - 1 ][ player. y + 1 ] != null )
if (World. world[ main . player. x - 1 ][ main . player. y + 1 ] != null )
moveSW();
break ;
case "inventory" :
@@ -697,7 +668,7 @@ package
else if (game. btnsUI. btn8. visible && (e. keyCode == Keyboard . NUMPAD_2 || e. keyCode == Keyboard . DOWN || e. keyCode == Keyboard . S )) {
switch (state ) {
case "navigate" :
if (World. world[ player. x ][ player. y + 1 ] != null )
if (World. world[ main . player. x ][ main . player. y + 1 ] != null )
moveS();
break ;
case "appearance" :
@@ -715,7 +686,7 @@ package
else if (game. btnsUI. btn9. visible && e. keyCode == Keyboard . NUMPAD_3 ) {
switch (state ) {
case "navigate" :
if (World. world[ player. x + 1 ][ player. y + 1 ] != null )
if (World. world[ main . player. x + 1 ][ main . player. y + 1 ] != null )
moveSE();
break ;
case "appearance" :
@@ -1022,53 +993,51 @@ package
game. btnsUI. downBtn. visible = false ;
btnIndex = 0 ;
menuIndex = scrollIndex * 9 ;
for (var i: int = menuIndex; i < player. inventory. length ; i++ ) {
for (var i: int = menuIndex; i < main . player. inventory. length && btnIndex < 9 ; i++ ) {
btnArray[ btnIndex] . visible = true ;
btnArray[ btnIndex] . btnText. text = player. inventory[ menuIndex] . name ;
btnArray[ btnIndex] . btnText. text = main . player. inventory[ menuIndex] . name ;
btnIndex++;
menuIndex++;
if (btnIndex > 8 )
break ;
}
if (scrollIndex > 0 )
game. btnsUI. upBtn. visible = true ;
if (player. inventory. length > (scrollIndex + 1 ) * 9 )
if (main . player. inventory. length > (scrollIndex + 1 ) * 9 )
game. btnsUI. downBtn. visible = true ;
}
public function displayAppearance ():void {
main. setText(main. writeAppearance());
hideBtnArray();
if (player. equipment[ "head" ] != null ) {
if (main . player. equipment[ "head" ] != null ) {
game. btnsUI. btn2. visible = true ;
game. btnsUI. btn2. btnText. text = player. equipment[ "head" ] . name ;
game. btnsUI. btn2. btnText. text = main . player. equipment[ "head" ] . name ;
}
if (player. equipment[ "torso" ] != null ) {
if (main . player. equipment[ "torso" ] != null ) {
game. btnsUI. btn5. visible = true ;
game. btnsUI. btn5. btnText. text = player. equipment[ "torso" ] . name ;
game. btnsUI. btn5. btnText. text = main . player. equipment[ "torso" ] . name ;
}
if (player. equipment[ "legs" ] != null ) {
if (main . player. equipment[ "legs" ] != null ) {
game. btnsUI. btn8. visible = true ;
game. btnsUI. btn8. btnText. text = player. equipment[ "legs" ] . name ;
game. btnsUI. btn8. btnText. text = main . player. equipment[ "legs" ] . name ;
}
if (player. equipment[ "feet" ] != null ) {
if (main . player. equipment[ "feet" ] != null ) {
game. btnsUI. btn9. visible = true ;
game. btnsUI. btn9. btnText. text = player. equipment[ "feet" ] . name ;
game. btnsUI. btn9. btnText. text = main . player. equipment[ "feet" ] . name ;
}
if (player. equipment[ "weapon" ] != null ) {
if (main . player. equipment[ "weapon" ] != null ) {
game. btnsUI. btn4. visible = true ;
game. btnsUI. btn4. btnText. text = player. equipment[ "weapon" ] . name ;
if (player. equipment[ "weapon" ] . twoHanded) {
game. btnsUI. btn4. btnText. text = main . player. equipment[ "weapon" ] . name ;
if (main . player. equipment[ "weapon" ] . twoHanded) {
game. btnsUI. btn6. visible = true ;
game. btnsUI. btn6. btnText. text = player. equipment[ "weapon" ] . name ;
game. btnsUI. btn6. btnText. text = main . player. equipment[ "weapon" ] . name ;
}
}
if (player. equipment[ "shield" ] != null ) {
if (main . player. equipment[ "shield" ] != null ) {
game. btnsUI. btn6. visible = true ;
game. btnsUI. btn6. btnText. text = player. equipment[ "shield" ] . name ;
game. btnsUI. btn6. btnText. text = main . player. equipment[ "shield" ] . name ;
}
}
@@ -1282,7 +1251,7 @@ package
break ;
case "inventory" :
menuItemSelected = true ;
selectedItem = player. getItemFromInventory(ItemDefinitions. getItem(selection ));
selectedItem = main . player. getItemFromInventory(ItemDefinitions. getItem(selection ));
main. setText(selectedItem . name + " -- " + selectedItem . count + "x\n\n " + selectedItem . short + " " + selectedItem . long);
hideBtnArray();
@@ -1310,7 +1279,7 @@ package
break ;
case "selling" :
menuItemSelected = true ;
selectedItem = player. getItemFromInventory(ItemDefinitions. getItem(selection ));
selectedItem = main . player. getItemFromInventory(ItemDefinitions. getItem(selection ));
main. setText(selectedItem . name + " -- " + Math . round (0.5 * selectedItem . value ) + " gold ea.\n\n " +
selectedItem . short + " " + selectedItem . long);
@@ -1366,7 +1335,7 @@ package
displayBuying();
} else {
state = "shop" ;
enterShop(World. world[ player. x ][ player. y ] );
enterShop(World. world[ main . player. x ][ main . player. y ] );
}
} else {
if (! main. buy(selectedItem ))
@@ -1380,7 +1349,7 @@ package
displaySelling();
} else {
state = "shop" ;
enterShop(World. world[ player. x ][ player. y ] );
enterShop(World. world[ main . player. x ][ main . player. y ] );
}
} else {
if (! main. sell(selectedItem ))
@@ -1396,14 +1365,14 @@ package
//{ Navigation
public function travel (x :int , y :int ):void {
var oldX : int = player. x ;
var oldY : int = player. y ;
var oldX : int = main . player. x ;
var oldY : int = main . player. y ;
player. x = x ;
player. y = y ;
main. mainText = "(" + player. x + ", " + player. y + ")\n " +
World. world[ player. x ][ player. y ] . name + "\n " +
World. world[ player. x ][ player. y ] . text ;
main . player. x = x ;
main . player. y = y ;
main. mainText = "(" + main . player. x + ", " + main . player. y + ")\n " +
World. world[ main . player. x ][ main . player. y ] . name + "\n " +
World. world[ main . player. x ][ main . player. y ] . text ;
main. setText(main. mainText);
updateMenuBtns();
@@ -1412,100 +1381,100 @@ package
}
public function moveNW ():void {
player. x --;
player. y --;
main . player. x --;
main . player. y --;
main. mainText = "(" + player. x + ", " + player. y + ")\n " +
World. world[ player. x ][ player. y ] . name + "\n " +
World. world[ player. x ][ player. y ] . text ;
main. mainText = "(" + main . player. x + ", " + main . player. y + ")\n " +
World. world[ main . player. x ][ main . player. y ] . name + "\n " +
World. world[ main . player. x ][ main . player. y ] . text ;
main. setText(main. mainText);
update ();
}
public function moveN ():void {
player. y --;
main . player. y --;
main. mainText = "(" + player. x + ", " + player. y + ")\n " +
World. world[ player. x ][ player. y ] . name + "\n " +
World. world[ player. x ][ player. y ] . text ;
main. mainText = "(" + main . player. x + ", " + main . player. y + ")\n " +
World. world[ main . player. x ][ main . player. y ] . name + "\n " +
World. world[ main . player. x ][ main . player. y ] . text ;
main. setText(main. mainText);
update ();
}
public function moveNE ():void {
player. x ++;
player. y --;
main . player. x ++;
main . player. y --;
main. mainText = "(" + player. x + ", " + player. y + ")\n " +
World. world[ player. x ][ player. y ] . name + "\n " +
World. world[ player. x ][ player. y ] . text ;
main. mainText = "(" + main . player. x + ", " + main . player. y + ")\n " +
World. world[ main . player. x ][ main . player. y ] . name + "\n " +
World. world[ main . player. x ][ main . player. y ] . text ;
main. setText(main. mainText);
update ();
}
public function moveW ():void {
player. x --;
main . player. x --;
main. mainText = "(" + player. x + ", " + player. y + ")\n " +
World. world[ player. x ][ player. y ] . name + "\n " +
World. world[ player. x ][ player. y ] . text ;
main. mainText = "(" + main . player. x + ", " + main . player. y + ")\n " +
World. world[ main . player. x ][ main . player. y ] . name + "\n " +
World. world[ main . player. x ][ main . player. y ] . text ;
main. setText(main. mainText);
update ();
}
public function moveCenter ():void {
var zone: Zone = World. world[ player. x ][ player. y ];
var zone: Zone = World. world[ main . player. x ][ main . player. y ];
if (zone. items != null ) {
enterShop(zone);
}
}
public function moveE ():void {
player. x ++;
main . player. x ++;
main. mainText = "(" + player. x + ", " + player. y + ")\n " +
World. world[ player. x ][ player. y ] . name + "\n " +
World. world[ player. x ][ player. y ] . text ;
main. mainText = "(" + main . player. x + ", " + main . player. y + ")\n " +
World. world[ main . player. x ][ main . player. y ] . name + "\n " +
World. world[ main . player. x ][ main . player. y ] . text ;
main. setText(main. mainText);
update ();
}
public function moveSW ():void {
player. x --;
player. y ++;
main . player. x --;
main . player. y ++;
main. mainText = "(" + player. x + ", " + player. y + ")\n " +
World. world[ player. x ][ player. y ] . name + "\n " +
World. world[ player. x ][ player. y ] . text ;
main. mainText = "(" + main . player. x + ", " + main . player. y + ")\n " +
World. world[ main . player. x ][ main . player. y ] . name + "\n " +
World. world[ main . player. x ][ main . player. y ] . text ;
main. setText(main. mainText);
update ();
}
public function moveS ():void {
player. y ++;
main . player. y ++;
main. mainText = "(" + player. x + ", " + player. y + ")\n " +
World. world[ player. x ][ player. y ] . name + "\n " +
World. world[ player. x ][ player. y ] . text ;
main. mainText = "(" + main . player. x + ", " + main . player. y + ")\n " +
World. world[ main . player. x ][ main . player. y ] . name + "\n " +
World. world[ main . player. x ][ main . player. y ] . text ;
main. setText(main. mainText);
update ();
}
public function moveSE ():void {
player. x ++;
player. y ++;
main . player. x ++;
main . player. y ++;
main. mainText = "(" + player. x + ", " + player. y + ")\n " +
World. world[ player. x ][ player. y ] . name + "\n " +
World. world[ player. x ][ player. y ] . text ;
main. mainText = "(" + main . player. x + ", " + main . player. y + ")\n " +
World. world[ main . player. x ][ main . player. y ] . name + "\n " +
World. world[ main . player. x ][ main . player. y ] . text ;
main. setText(main. mainText);
update ();
@@ -1529,22 +1498,20 @@ package
public function displayBuying ():void {
state = "buying" ;
var zone: Zone = World. world[ player. x ][ player. y ];
var zone: Zone = World. world[ main . player. x ][ main . player. y ];
main. setText(main. writeStock());
hideBtnArray();
game. btnsUI. upBtn. visible = false ;
game. btnsUI. downBtn. visible = false ;
btnIndex = 0 ;
menuIndex = scrollIndex * 9 ;
for (var i: int = menuIndex; i < zone. stock. length ; i++ ) {
for (var i: int = menuIndex; i < zone. stock. length && btnIndex < 9 ; i++ ) {
btnArray[ btnIndex] . visible = true ;
btnArray[ btnIndex] . btnText. text = zone. stock[ menuIndex] . name ;
btnIndex++;
menuIndex++;
if (btnIndex > 8 )
break ;
}
if (scrollIndex > 0 )