flash on 2015-8-5
♥0 |
Line 147 |
Modified 2015-08-05 05:19:08 |
MIT License
archived:2017-03-30 11:44:22
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/cfRe
*/
package {
import flash.events.KeyboardEvent;
import flash.events.Event;
import flash.utils.Dictionary;
import flash.display.Sprite;
public class FlashTest extends Sprite {
public function FlashTest() {
reset();
stage.addEventListener(KeyboardEvent.KEY_DOWN, onKdown);
stage.addEventListener(KeyboardEvent.KEY_UP, onKup);
stage.addEventListener(Event.ENTER_FRAME, onEnter);
}//ctor
public var gameState:int = 0;
public function reset():void
{
vecAct = new Vector.<xActor>(0, false);
vecItem = new Vector.<xActor>(0, false);
var a:xActor;
a = new xPlayer(); a.cx=230; a.cy=230;
addActor(a);
var i:int;
for (i=0;i<32;i+=1)
{
a = new xPellet();
a.cx = Math.random()*465;
a.cy = Math.random()*465;
addActorx(a, vecItem);
}//nexti
}//reset
public function onEnter(e:Event):void
{
if (gameState == 1)
{ reset(); gameState = 0; }
graphics.clear();
graphics.lineStyle(2, 0);
updateVec(vecAct);
updateVec(vecItem);
thinkVec(vecAct, gt);
gt+=1;
drawVec(vecItem);
drawVec(vecAct);
}//onenter
public function drawVec(vec:Vector.<xActor>):void
{
var i:int; var num:int; var a:xActor;
num = vec.length;
for (i=0;i<num;i+=1)
{
a = vec[i];
graphics.drawRect(a.cx-a.xrad,a.cy-a.yrad,a.xrad*2,a.yrad*2);
}//nexti
}//drawvec
public var gt:int = 0;
public function onKdown(e:KeyboardEvent):void { vecKey[e.keyCode] = true; }
public function onKup(e:KeyboardEvent):void { vecKey[e.keyCode]=false;}
public function isKeyDown(k:int):Boolean { if(k<0||k>=512){return false;} return vecKey[k];}
public var vecKey:Vector.<Boolean> = new Vector.<Boolean>(512,false);
public var vecAct:Vector.<xActor>;
public var vecItem:Vector.<xActor>;
public function addActor(a:xActor):void { addActorx(a, vecAct); }
public var dictAct:Dictionary = new Dictionary(); public var curId:int = 1;
public function addActorx(a:xActor, vec:Vector.<xActor>):void
{ a.id = curId; curId += 1; vec.push(a); dictAct[a.id] = a; a.game = this; a.init(); }
public function getActor(id:int):xActor { return dictAct[id]; }
public function updateVec(vec:Vector.<xActor>):void
{ var bRemDead:Boolean; bRemDead = false;
var i:int; var num:int; var a:xActor; num = vec.length;
for (i = 0; i < num; i++) { a = vec[i]; if (a.dead) { bRemDead = true; continue; }
if (a.asleep) { continue; } a.update(); }//nexti
if (bRemDead == false) { return; }
var k:int; num = vec.length;
for (i = 0; i < num; i++) { a = vec[i]; if (a.dead == false) { continue; }
for (k = i; k < num-1; k++){ vec[k] = vec[k + 1]; }
i -= 1; a.remove(); vec.pop(); num = vec.length;
delete dictAct[a.id]; }//nexti
}//update
public function thinkVec(vec:Vector.<xActor>, t:int):void
{ var i:int; var num:int; var a:xActor; num = vec.length;
for (i = 0; i < num; i++) { a = vec[i]; if (a.dead) { continue; }
if ((a.id+t)%20 != 0) { continue; } a.think(); }//nexti
}//thinkvec
public function checkCol(b:xActor, vec:Vector.<xActor>):void
{
var i:int; var num:int; var a:xActor; num = vec.length;
for (i = 0; i < num; i++)
{
a = vec[i];
if (a.dead) {continue;} if (a==b) {continue;}
if (b.cx + b.xrad < a.cx - a.xrad) { continue; } if (b.cx - b.xrad > a.cx + a.xrad) { continue; }
if (b.cy + b.yrad < a.cy - a.yrad) { continue; } if (b.cy - b.yrad > a.cy + a.yrad) { continue; }
if (b.handCol(a) == false) { return; }
}//nexti
}//checkcol
}//classend
}
internal class xActor
{
public var game:FlashTest = null;
public var id:int = -1;
public var dead:Boolean = false;
public var asleep:Boolean = false;
public var hp:Number = 100;
public var cx:Number = 0;
public var cy:Number = 0;
public var vx:Number = 0;
public var vy:Number = 0;
public var xrad:Number = 8;
public var yrad:Number = 8;
public function init():void {}
public function update():void {}
public function think():void {}
public function remove():void {}
public function handCol(a:xActor):Boolean { return false; }
}//xactor
internal class xPellet extends xActor
{
}//xpellet
internal class xEffect extends xActor
{
override public function update():void
{
yrad -=1; xrad -=1; if (xrad <= 0) { dead= true; return;}
}//update
}//xeffect
internal class xPlayer extends xActor
{
override public function update():void
{
xrad=12;yrad=12;
var ms:Number; ms = 8;
if (game.isKeyDown(38)) { cy -= ms; }
if (game.isKeyDown(40)) { cy += ms; }
if (game.isKeyDown(37)) { cx -= ms; }
if (game.isKeyDown(39)) { cx += ms; }
game.checkCol(this, game.vecItem);
if (game.vecItem.length<= 0) { game.gameState = 1; }
}//update
override public function handCol(a:xActor):Boolean
{
a.dead = true;
var b:xActor;
b = new xEffect();
b.cx=a.cx; b.cy=a.cy;
game.addActor(b);
return true;
}//handcol
}//xplayer