flash on 2016-4-3

by mutantleg
♥0 | Line 89 | Modified 2016-04-03 04:24:18 | MIT License
play

ActionScript3 source code

/**
 * Copyright mutantleg ( http://wonderfl.net/user/mutantleg )
 * MIT License ( http://www.opensource.org/licenses/mit-license.php )
 * Downloaded from: http://wonderfl.net/c/6ptu
 */

package {
    import flash.ui.Keyboard;
    import flash.events.KeyboardEvent;
    import flash.events.Event;
    import flash.display.Sprite;
    public class FlashTest extends Sprite {
        public function FlashTest() {
             
           initEmpty(40,30);
           var i:int;
           for(i=0;i<256;i+=1)
           { setTile(Math.random()*mw, Math.random()*mh,1); }
             
           pa = new xAct(); pa.cx = 230; pa.cy=330;
             
          stage.addEventListener(KeyboardEvent.KEY_DOWN, onKdown);
          stage.addEventListener(KeyboardEvent.KEY_UP, onKup);

          stage.addEventListener(Event.ENTER_FRAME, onEnter);  
        }//ctor
           
        public var vecKey:Vector.<Boolean> = new Vector.<Boolean>(512,false);
        public function isKeyDown(k:int):Boolean { return vecKey[k]==true; }
        public function onKdown(e:KeyboardEvent):void { vecKey[e.keyCode] = true; }
        public function onKup(e:KeyboardEvent):void { vecKey[e.keyCode] = false; }
        
        public var vecGrid:Vector.<int>;
        public var mw:int = 0;         public var mh:int = 0;
        public var cw:Number = 16;     public var ch:Number = 16;

        public function initEmpty(aw:int, ah:int):void
        { mw=aw; mh=ah; vecGrid = new Vector.<int>(aw*ah, false); }

        public function setTile(ax:int, ay:int, t:int):void
        { if (ax<0||ax>=mw||ay<0||ay>=mh) {return;} vecGrid[ay*mw+ax]=t; }

        public function getTile(ax:int, ay:int ):int
        { if (ax<0||ax>=mw||ay<0||ay>=mh) {return 0;}  return vecGrid[ay*mw+ax]; } 
        
        public function isWall(ax:Number,ay:Number):Boolean
        {
           if (getTile(ax/cw,ay/ch)>0){return true;}
          return (ax<0||ay<0||ax>=465||ay>=465);  
        }//iswall
        
        public var pa:xAct;
        
        public function platMove(a:xAct):void
        {
          
          a.canJump = isWall(a.cx,a.cy+4+2) && isWall(a.cx,a.cy)==false;
          
          a.vx*=0.9;
          a.vy+=0.2; if (a.vy>3) {a.vy=3;}
          
          if (isWall(a.cx,a.cy)==false)
          {
              if (a.vx > 0&& isWall(a.cx+4,a.cy)) {a.vx=0;}
              else if (a.vx<0 && isWall(a.cx-4,a.cy)) {a.vx=0;}
          }//endif
           
          if (a.vy <0 && isWall(a.cx,a.cy-4)&&isWall(a.cx,a.cy-16-4)) {a.vy=0;} 
          if (a.vy>0 && isWall(a.cx,a.cy+4)) { a.vy=0; }
          
          if (a.vy==0 && isWall(a.cx,a.cy+3)){a.cy-=1;}
          
          a.cx+=a.vx;
          a.cy+= a.vy < -3 ? -3 :a.vy;  
            
        }//platmove
        
        public function onEnter(e:Event):void
        {
          graphics.clear();
          graphics.lineStyle(2, 0);  
          
          
            var ax:Number; var ay:Number;
            var i:int; var k:int; var yt:int; var t:int;
            for (i=0;i<mh;i+=1)
            {
             yt = i * mw;
             for (k=0;k<mw;k+=1)
             {
               t = vecGrid[k+yt];
               if (t<=0) { continue; }
               ax=k*cw;ay=i*ch; 
                 graphics.beginFill(0x404040, 1); 
                     graphics.drawRect(ax,ay,cw,ch);           
                 graphics.endFill();  

              continue;
             }//nextk
            }//nexti  


            
            
            if (isKeyDown(Keyboard.LEFT)) { pa.vx=-2; }
            else if (isKeyDown(Keyboard.RIGHT)) { pa.vx=2; } 
            else if (pa.canJump) {pa.vx*=0.8;}
           
            if (isKeyDown(Keyboard.UP) && pa.canJump) {pa.vy=-5;}
            if (isKeyDown(Keyboard.UP)==false && pa.vy<0 && !pa.canJump) {pa.vy+=0.5;}
            
            
            platMove(pa);
            graphics.drawRect(pa.cx-4,pa.cy-4,8,8);
            
        }//onenter
        
        
    }//classend
}

internal class xAct
{
  public var cx:Number = 0;
  public var cy:Number = 0;
  public var vx:Number = 0;
  public var vy:Number = 0;  
 public var canJump:Boolean = true;    
}//xact