forked from: 境符「波と粒の境界」

by darknessnon forked from 境符「波と粒の境界」 (diff: 1)
境符「波と粒の境界」 再現する!!! 
私は東方シリーズ(STG)が大好き!
Arrow Key で移動
Shift で低速移動
今のところ避けることしかできません
♥0 | Line 408 | Modified 2009-11-05 18:50:31 | MIT License
play

ActionScript3 source code

/**
 * Copyright darknessnon ( http://wonderfl.net/user/darknessnon )
 * MIT License ( http://www.opensource.org/licenses/mit-license.php )
 * Downloaded from: http://wonderfl.net/c/d5iz
 */

// forked from kimo0517's 境符「波と粒の境界」
// 境符「波と粒の境界」 再現する!!! 
// 私は東方シリーズ(STG)が大好き!
//
// forked from 5ivestar's ActionScript で弾幕ゲーをこしらえてみた
// Arrow Key で移動
// Shift で低速移動
// 今のところ避けることしかできません

package {
	import flash.display.Loader;
	import flash.display.Sprite;
	import flash.display.BitmapData;
	import flash.events.Event;
	import flash.events.MouseEvent;
	import flash.events.KeyboardEvent;
	import flash.geom.Rectangle;
	import flash.geom.Point;
	import flash.net.URLRequest;
	import flash.text.TextField;
	import flash.text.TextFormat;
	import flash.system.LoaderContext;
	import flash.system.Security;
	import net.hires.debug.Stats;

        import org.libspark.betweenas3.BetweenAS3;
        import org.libspark.betweenas3.events.TweenEvent;
        import org.libspark.betweenas3.tweens.ITween;
        import org.libspark.betweenas3.easing.Quadratic;


	[SWF(width=465, height=465, backgroundColor="#262626", frameRate="60")]

	public class Game extends Sprite {

		private var eField:BulletField;
		private var pField:BulletField;
		private var player:Player;
		private var enemy:Enemy;
		private var status:TextField;
		private var t:uint;
		private var hit:uint;
		private var loader:Loader;
                private var title:TextField;

		private var startTime:int;

		public function Game() {
			stage.align = "TL";
			stage.scaleMode = "noScale";

			Security.loadPolicyFile("http://5ivestar.org/misc/crossdomain.xml");
			loader = new Loader();
			loader.contentLoaderInfo.addEventListener("complete", loadingComplete);
			loader.load(new URLRequest("http://5ivestar.org/misc/bullets.png"), new LoaderContext(true));

			pField = new BulletField(380, 445);
			pField.x = 10, pField.y = 10;
			addChild(pField);
			eField = new BulletField(380, 445);
			eField.x = 10, eField.y = 10;
			addChild(eField);

			var frame:Sprite = new Sprite();
			frame.graphics.beginFill(0x000000);
			frame.graphics.drawRect(0, 0, 465, 465);
			frame.graphics.drawRect(10, 10, 380, 445);
			addChild(frame);

			var stats:Stats = new Stats();
			stats.x = 395;
			stats.y = 10;
			frame.addChild(stats);
			status = new TextField();
			status.defaultTextFormat = new TextFormat("_sans", 9);
			status.autoSize = "left";
			status.textColor = 0xffffff;
			status.x = 395;
			status.y = 110;
			frame.addChild(status);
		}

		public function loadingComplete(e:Event):void {
			var source:BitmapData = new BitmapData(55, 28, true, 0x00000000);
			source.draw(loader);

			var bmp1:BitmapData = new BitmapData(12, 12, true, 0x00000000);
			bmp1.copyPixels(source, new Rectangle(0, 0, 12, 12), new Point());
			Player.loadImage(bmp1);
			var bmp2:BitmapData = new BitmapData(15, 15, true, 0x00000000);
			bmp2.copyPixels(source, new Rectangle(12, 0, 15, 15), new Point());
			GrainBullet.loadImage(bmp2);
			var bmp3:BitmapData = new BitmapData(28, 28, true, 0x00000000);
			bmp3.copyPixels(source, new Rectangle(27, 0, 28, 28), new Point());
			//BigBall.loadImage(bmp3);

			var s:Sprite = new Sprite();
			s.graphics.beginFill(0x000000, 0.5);
			s.graphics.drawRect(10, 10, 380, 445);
			addChild(s);
			var tf:TextField = new TextField();
			tf.defaultTextFormat = new TextFormat("_sans", 18);
			tf.autoSize = "left";
			tf.textColor = 0xffffff;
			tf.text = "click to start";
			tf.x = 200 - tf.width / 2;
			tf.y = 230 - tf.height / 2;
                        tf.selectable = false;
			s.addChild(tf);
			s.addEventListener(MouseEvent.MOUSE_UP, function(e:MouseEvent):void {
				removeChild(s);
				stage.focus = stage;
				start();
			});
		}

		public function start():void {
                        if (!title) {
                            title = addChild(new TextField) as TextField;
                            title.autoSize = "left";
			    title.defaultTextFormat = new TextFormat("_sans", 16);
                            title.text = "境符「波と粒の境界」";
			    title.textColor = 0xffffff;
                            title.selectable = false;
                        }
                        title.x = 465;
                        title.y = 440;
                        var tween:ITween = BetweenAS3.serial(BetweenAS3.tween(title, {x:390 - title.width}, {x:title.x}, 1, Quadratic.easeOut), BetweenAS3.tween(title, {y:10}, {y:title.y}, 2, Quadratic.easeOut))
                        tween.play();
                        
			startTime = (new Date()).time;
			t = 0;
			hit = 0;
			eField.clear();
			pField.clear();
			player = new Player(185, 390);
			pField.addBullet(player);
			stage.addEventListener(KeyboardEvent.KEY_DOWN, player.keyDown);
			stage.addEventListener(KeyboardEvent.KEY_UP, player.keyUp);
			enemy = new Enemy(185, 75);
			eField.addBullet(enemy);
			Bullet.player = player;
			Bullet.enemy  = enemy;

			addEventListener(Event.ENTER_FRAME, update);
		}

		public function update(e:Event):void {
			t++;
			pField.update();
			var h:uint = eField.update();
			if (h) player.hit();
			if (player.dead) finish();
			hit += h;

			var s:String = ["BULLETS: " + eField.bullets.length.toString(),
			                "HIT: " + hit.toString(),
			                "LIFE: "].join("\n");
			for (var i:int = 0; i < player.life; i++) {
				s += "★";
			}
			status.text = s;
		}

		public function finish():void {
			var endTime:int = (new Date()).time;
			var diffTime:Number = (endTime-startTime)/1000;
			removeEventListener(Event.ENTER_FRAME, update);
			stage.removeEventListener(KeyboardEvent.KEY_DOWN, player.keyDown);
			stage.removeEventListener(KeyboardEvent.KEY_UP, player.keyUp);
			var s:Sprite = new Sprite();
			s.graphics.beginFill(0x000000, 0.5);
			s.graphics.drawRect(10, 10, 380, 445);
			addChild(s);
			var tf:TextField = new TextField();
			tf.defaultTextFormat = new TextFormat("_sans", 18);
			tf.autoSize = "left";
			tf.textColor = 0xffffff;
			tf.text = "Survival Time: "+diffTime.toFixed(2) + "s\nClick to Retry";
			tf.x = 200 - tf.width / 2;
			tf.y = 230 - tf.height / 2;
                        tf.selectable = false;
			s.addChild(tf);
			s.addEventListener(MouseEvent.MOUSE_UP, function(e:MouseEvent):void {
				removeChild(s);
				stage.focus = stage;
				start()
			});
		}

	}
}

import flash.display.Bitmap;
import flash.display.Sprite;

// 弾のコンテナ

class BulletField extends Bitmap {

	public var fieldWidth:Number;
	public var fieldHeight:Number;
	public var bullets:Vector.<Bullet>;

	public function BulletField(w:Number, h:Number) {
		fieldWidth = w;
		fieldHeight = h;
		bullets = new Vector.<Bullet>();
		var bmp:BitmapData = new BitmapData(w, h, true, 0x00000000);
		super(bmp);
	}

	public function addBullet(bullet:Bullet):void {
		bullet.field = this;
		bullets.push(bullet);
	}

	public function update():uint {
		bitmapData.lock();
		bitmapData.fillRect(bitmapData.rect, 0x00000000);
		var hit:uint = 0;
		var n:uint = bullets.length;
		while (n--) {
			var bullet:Bullet = bullets[n];
			bullet.update();
			bullet.draw();
			if (bullet.hitTest()) hit++;
			if (bullet.dead) {
				bullets.splice(n, 1);
			}
		}
		bitmapData.unlock()
		return hit;
	}

	public function clear():void {
		bullets.splice(0, bullets.length);
	}
}

import flash.display.Bitmap;
import flash.display.BitmapData;
import flash.geom.Matrix;

// BulletField 上に表示されるオブジェクトの基底クラス
// 動きを変更するには       update
// 当たり判定を変更するには hitTest
// をそれぞれオーバーライドする

class Bullet {

	public static var player:Player;
	public static var enemy:Enemy;
	public        var dead:Boolean = false;
	public        var x:Number = 0;
	public        var y:Number = 0;
	protected     var direction:Number;
	public        var field:BulletField;

	public function Bullet(x0:Number, y0:Number, d:Number) {
		x = x0, y = y0;
		direction = d;
	}

	public function update():void {
	}

	public function hitTest():Boolean {
		return false;
	}

	public function draw():void {
	}

	public function nWay(bullet:Class, n:int, direction:Number, range:Number, f:BulletField = null):void {
		if (n > 1) {
			for (var i:int = 0; i < n; i++) {
				(f || field).addBullet(new bullet(x, y, direction + range * (i/(n-1)-0.5)));
			}
		} else if (n == 1) {
			(f || field).addBullet(new bullet(x, y, direction));
		}
	}

}

import flash.display.Shape;
import flash.events.Event;
import flash.events.KeyboardEvent;
import flash.geom.ColorTransform;
import flash.geom.Point;

// 自機

class Player extends Bullet {

	public static var images:Vector.<BitmapData>;
	private       var image:BitmapData;
	public        var life:int = 4;
	private       var t:uint;
	private       var damaged:uint;
	private       var slow:Boolean = false;
	private       var left:Boolean = false;
	private       var up:Boolean = false;
	private       var right:Boolean = false;
	private       var down:Boolean = false;
	private       var alpha:Number = 1;
	private       var p:Point;

	public static function loadImage(bmp:BitmapData):void {
		images = new Vector.<BitmapData>();
		images.push(bmp);
		var bmp1:BitmapData = bmp.clone();
		bmp1.colorTransform(bmp.rect, new ColorTransform(1.0, 1.0, 1.0, 0.8));
		images.push(bmp1);
		var bmp2:BitmapData = bmp.clone();
		bmp2.colorTransform(bmp.rect, new ColorTransform(1.0, 1.0, 1.0, 0.2));
		images.push(bmp2);
	}

	public function Player(x0:Number = 0, y0:Number = 0) {
		super(x0, y0, 0);
		image = images[0];
		p = new Point();
	}

	override public function update():void {
		t++;
		var vx:Number = 0;
		var vy:Number = 0;
		if (left && !right) vx = -1;
		if (!left && right) vx = 1;
		if (up && !down) vy = -1;
		if (!up && down) vy = 1;
		if (slow) {
			x += vx;
			y += vy;
		} else {
			x += vx * 3;
			y += vy * 3;
		}
		x = Math.max(0, x);
		x = Math.min(field.fieldWidth, x);
		y = Math.max(0, y);
		y = Math.min(field.fieldHeight, y);

		if (damaged) {
			var n:int = t - damaged;
			if (n % 8 < 4) {
				image = images[2];
			} else {
				image = images[1];
			}
			if (n > 75) {
				image = images[0];
				damaged = 0;
			}
		}

	}

	override public function draw():void {
		p.x = x - image.width / 2;
		p.y = y - image.height / 2;
		field.bitmapData.copyPixels(image, image.rect, p, null, null, true);
	}

	public function hit():void {
		if (!damaged) {
			damaged = t;
			life--;
			if (life<0) {
				dead = true;
			}
		}
	}

	public function keyDown(e:KeyboardEvent):void {
		switch (e.keyCode) {
			case 16: slow  = true; break;
			case 37: left  = true; break;
			case 38: up    = true; break;
			case 39: right = true; break;
			case 40: down  = true; break;
		}
	}

	public function keyUp(e:KeyboardEvent):void {
		switch (e.keyCode) {
			case 16: slow  = false; break;
			case 37: left  = false; break;
			case 38: up    = false; break;
			case 39: right = false; break;
			case 40: down  = false; break;
		}
	}

}

// 敵機

import org.libspark.betweenas3.BetweenAS3;
import org.libspark.betweenas3.events.TweenEvent;
import org.libspark.betweenas3.tweens.ITween;
import org.libspark.betweenas3.easing.Quadratic;

class Enemy extends Bullet {

	private var t:uint;	
	private var shootDirection:Object;
	public function Enemy(x0:Number = 0, y0:Number = 0) {
		super(x0, y0, 0);
		shootDirection = {d:(30 / 180 * Math.PI+Math.random())};
		_startTween(null);
	}
	
	private function _startTween(e:TweenEvent):void {
		var tween3:ITween = BetweenAS3.serial(BetweenAS3.tween(shootDirection, { d:-65.5+Math.random()}, null, 15, Quadratic.easeInOut), 
                                    BetweenAS3.tween(shootDirection, { d:30 / 180 * Math.PI+Math.random()}, null, 15, Quadratic.easeInOut));
		tween3.addEventListener(TweenEvent.COMPLETE, _startTween);
		tween3.play();
	}

	override public function update():void {
		t++;
		if (t < 10) return;
		var d:Number = Math.atan2(y - player.y, player.x - x);
		if (!(t % 2)) nWay(GrainBullet1, 11, shootDirection.d, Math.PI * 2);
	}
}

// Bullet に弾のイメージを管理する機能を付与したクラス
// AS3 では静的プロパティは継承されないため
// イメージ毎にこうしたクラスを作る必要がある

// 粒弾

class GrainBullet extends Bullet {

	private static var images:Vector.<BitmapData>;
	private static var p:Point;
	public         var image:BitmapData;

	public static function loadImage(source:BitmapData):void {
		images = new Vector.<BitmapData>();
		var s:Number = source.width;
		for (var i:int; i < 360; i++) {
			var bmp:BitmapData = new BitmapData(s, s, true, 0x00000000);
			var d:Number = i / 180 * Math.PI;
			var m:Matrix = new Matrix();
			m.translate(-s/2, -s/2);
			m.rotate(-d);
			m.translate(s/2, s/2);
			bmp.draw(source, m, null, null, null, true);
			images.push(bmp);
		}
		p = new Point();
	}

	public function GrainBullet(x0:Number, y0:Number, d:Number) {
		super(x0, y0, d);
		updateImage();
	}

	override public function draw():void {
		p.x = x - image.width / 2;
		p.y = y - image.height / 2;
		field.bitmapData.copyPixels(image, image.rect, p, null, null, true);
	}

	override public function hitTest():Boolean {
		return Math.sqrt(Math.pow(player.x - x, 2) + Math.pow(player.y - y, 2)) < 3;
	}

	protected function updateImage():void {
		var l:int = images.length;
		var i:int = direction / Math.PI * l * 0.5;
		image = images[((i %= l) < 0) ? i + l : i];
	}

}


// 等速直進運動する弾

class GrainBullet1 extends GrainBullet {

	private var vx:Number;
	private var vy:Number;

	public function GrainBullet1(x0:Number, y0:Number, d:Number, v:Number = 2.7) {
		super(x0, y0, d);
		vx =  Math.cos(direction) * v;
		vy = -Math.sin(direction) * v;
	}

	override public function update():void {
		x += vx;
		y += vy;

		if (x < -10 || x > field.fieldWidth + 10 ||
			y < -10 || y > field.fieldHeight + 10) {
			dead = true;
		}
	}

}