forked from:簡単なゲームのサンプル_2011_09_23
forked from forked from:簡単なゲームのサンプル_2011_09_21 (diff: 77)
マウスでクリックしたところから円が広がる @author shmdmoto
ActionScript3 source code
/**
* Copyright nan05aur ( http://wonderfl.net/user/nan05aur )
* MIT License ( http://www.opensource.org/licenses/mit-license.php )
* Downloaded from: http://wonderfl.net/c/eRJR
*/
// forked from nan05aur's forked from:簡単なゲームのサンプル_2011_09_21
// forked from nan05aur's forked from: forked from:的を動かす
// forked from nan05aur's forked from:的を動かす
// forked from nan05aur's forked from: 的に弾が当たった時の演習のサンプル_連射
// forked from shmdmoto's 的に弾が当たった時の演習のサンプル
package
{
import flash.system.IME;
import flash.ui.Keyboard;
import flash.events.KeyboardEvent;
import frocessing.display.F5MovieClip2D;
[SWF(width = 465, height = 465, frameRate = 60)]
/**
* マウスでクリックしたところから円が広がる
* @author shmdmoto
*/
public class miniGame2 extends F5MovieClip2D
{
public var posX:Number;
public var posY:Number;
public var sparkX:Array;
public var sparkY:Array;
public var sparkVX:Array;
public var sparkVY:Array;
public var intS:Array;
public var isContLeft:Boolean; // ←が押し続けられているか
public var isContRight:Boolean; // →が押し続けられているか
public var isContUp:Boolean; // ↑が押し続けられているか
public var isContDown:Boolean; // ↓が押し続けられているか
public var bulletX:Array; // 弾のX座標
public var bulletY:Array; // 弾のY座標
public var bulletFrag:Array;
public var targetX:Array; // 的の中心のx座標
public var targetY:Array; // 的の中心のy座標
public var targetHit:Array; // 的に命中したかどうか
public var targetLife:Array; // 的の体力
public var intR:Array; // 当たった時の演出の円の直径
public var circX:Array; // 当たった時の演出の円の中心のx座標
public var circY:Array; // 当たった時の演出の円の中心のy座標
public var mN:int = 50;
public var tMn:int = 10;
public var pi:Number = 3.14;
public var v:Number = 5;
public var sv:Number = 0;
public function miniGame2() {
super(false);
}
public function setup() : void
{
isContLeft = false;
isContRight = false;
posX = stage.stageWidth / 2;
posY = stage.stageHeight - 50;
stage.addEventListener(KeyboardEvent.KEY_DOWN, onKeyDown);
stage.addEventListener(KeyboardEvent.KEY_UP, onKeyUp);
// 的の初期設定
targetX = new Array(tMn);
targetY = new Array(tMn);
targetHit = new Array(tMn);
targetLife = new Array(tMn);
// 弾のY座標
bulletX = new Array(mN);
bulletY = new Array(mN);
bulletFrag = new Array(mN)
// 当たった時の演出
intR = new Array(mN);
circX = new Array(mN);
circY = new Array(mN);
// 破片
intS = new Array(mN);
sparkX = new Array(mN);
sparkY = new Array(mN);
sparkVX = new Array(mN);
sparkVY = new Array(mN);
for( var i:int = 0 ; i < tMn ; i++ )
{
targetX[i] = new LFO( 10, stage.stageWidth / 2,
stage.stageWidth / 2,
random(2.0));
targetX[i].setType(LFO.TRI);
targetY[i] = new Number();
targetY[i] = random( 10, 300 );
targetHit[i] = new Boolean();
targetHit[i] = false;
targetLife[i] = random(1,5);
}
for( i = 0 ; i < mN ; i++ )
{
bulletY[i] = new Interpolate(2, posY,0);
bulletY[i].pause();
bulletFrag[i] = new Boolean();
bulletFrag[i] = false;
intR[i] = new Interpolate(0.5, 20, 150);
intR[i].pause();
circX[i] = new Number();
circX[i] = 0.0;
circY[i] = new Number();
circY[i] = 0.0;
intS[i] = new Interpolate(1, 20, 150);
intS[i].pause();
sparkX[i] = new Number();
sparkX[i] = 0.0;
sparkY[i] = new Number();
sparkY[i] = 0.0;
sparkVX[i] = new Number();
sparkVX[i] = random(1000) - 500;
sparkVY[i] = new Number();
sparkVY[i] = random(500);
}
}
public function draw() : void
{
// 弾の表示
/*for( var i:int = 0 ; i < mN ; i++ )
{// Interpolateが動作中ならば弾を表示
for( var j:int = 0 ; j < tMn ; j++ )
{
if( bulletY[i].isRunning() && !targetHit[j] )
{
if( dist(targetX[j].val(), targetY[j],
bulletX[i], bulletY[i].val()) < 30 )
{
targetLife[j]--;
bulletY[i].pause(); // 当たったら弾は無効
intS[i].start(); // 当たった時の演出開始
//sparkX[i] = bulletX[i];
//sparkY[i] = bulletY[i]/*.val();
sparkX[i] = stage.stage.width / 2;
sparkY[i] = stage.stage.height / 2;
//initCircle();
if( targetLife[j] < 0 )
{
targetHit[j] = true;
intR[i].start(); // 当たった時の演出開始
circX[i] = targetX[j].val();
circY[i] = targetY[j];
//circX[i] = bulletX[i];
//circY[i] = bulletY[i].val();
}
break;
}
else
{
noStroke();
fill(255,0,0);
ellipse(bulletX[i],
bulletY[i].val(),
10, 10);
}
}
}
}*/
// 当たった時の演出表示
drawRing();
// 的の表示
drawTarget();
drawPlayer();
drawBullet();
drawSpark();
}
public function onKeyDown(event:KeyboardEvent) : void
{
// 弾を発射中は再度発射できない
for( var i:int = 0 ; i < mN ; i++ )
{
if( !bulletFrag[i] &&
event.keyCode == Keyboard.SPACE ) {
bulletX[i] = posX;
bulletY[i] = posY-25;
bulletFrag[i] = true;
break;
}
}
if( event.keyCode == Keyboard.LEFT ){isContLeft = true;}
if( event.keyCode == Keyboard.RIGHT ){isContRight = true;}
if( event.keyCode == Keyboard.UP ){isContUp = true;}
if( event.keyCode == Keyboard.DOWN ){isContDown = true;}
}
public function onKeyUp(event:KeyboardEvent):void
{
if( event.keyCode == Keyboard.LEFT ){isContLeft = false;}
if( event.keyCode == Keyboard.RIGHT ){isContRight = false;}
if( event.keyCode == Keyboard.UP ){isContUp = false;}
if( event.keyCode == Keyboard.DOWN ){isContDown = false;}
}
public function drawPlayer():void
{
rectMode(CENTER);
//fill(0);
noFill();
stroke(0);
//noStroke();
if( isContLeft )posX-=7;
if( isContRight )posX+=7;
if( isContUp )posY-=7;
if( isContDown )posY+=7;
// 画面隅の接触
if( posX < 25 ){posX=25;}
if( posX + 25 > stage.stageHeight ){posX=stage.stageHeight-25;}
if( posY < 25 ){posY=25;}
if( posY + 25 > stage.stageHeight ){posY=stage.stageHeight-25;}
rect(posX, posY, 50, 50);
}
public function drawBullet():void
{
for( var i:int = 0 ; i < mN ; i++ )
{
if( bulletFrag[i] )
{
noStroke();
fill(255,0,0);
ellipse( bulletX[i],bulletY[i],10, 10 );
bulletY[i] -= v;
hitTarget( bulletX[i], bulletY[i], i );
initCircle( bulletX[i], bulletY[i] );
intS[i].start();
}
if( bulletX[i] < -10 || bulletX[i] > stage.stageWidth ||
bulletY[i] < -10 || bulletY[i] > stage.stageHeight )
{
bulletFrag[i] = false;
}
}
}
public function hitTarget( bX:Number, bY:Number, j:int ):void
{
for( var i:int = 0 ; i < tMn ; i ++ )
{
if( dist(targetX[i].val(), targetY[i],
bX, bY ) < 30 && !targetHit[i] )
{
//initCircle( bulletX[i], bulletY[i] );
//intS[i].start();
targetLife[i]--;
bulletFrag[j] = false;
}
}
}
public function drawTarget():void
{
for( var i:int = 0 ; i < tMn ; i++ )
{
if( !targetHit[i] /*&& targetY[i] < 300*/ )
{
stroke(0);
fill(100+targetLife[i]*30);
ellipse(targetX[i].val(), targetY[i],
50, 50);
if( targetLife[i] < 0 )
{
targetHit[i] = true;
intR[i].start(); // 当たった時の演出開始
circX[i] = targetX[i].val();
circY[i] = targetY[i];
//circX[i] = bulletX[i];
//circY[i] = bulletY[i].val();
}
}
}
}
public function drawRing():void
{
for( var i:int = 0 ; i < mN ; i++ )
{
if( intR[i].isRunning() )
{
noFill();
stroke( 255 * intR[i].val()/150);
ellipse(circX[i], circY[i],
intR[i].val(), intR[i].val() );
}
}
}
public function drawSpark():void
{
if( intS[i].isRunning() )
{
//stroke( 255 * intS[i].val()/150);
//rectMode(CENTER);
for( var i:int = 0 ; i < mN ; i++ )
{//if( intS[i].isRunning() ){
fill(255,0,0/*,intS[i].val()/150*/);
//strokeWeight(3);
//stroke(255,255,0);
//noStroke();
//noFill()
ellipse( sparkX[i], sparkY[i], 3,3);
sparkX[i] += sparkVX[i];
sparkY[i] += sparkVY[i];}
}
//}
}
public function initCircle(bx:Number,by:Number):void
{
var odd:Boolean;
var radStep:Number = pi * 2 / mN;
var rad:Number = odd ? radStep / 2 : 0;
for( var i:int = 0 ; i < mN ; i++, rad += radStep )
{
sparkX[i] = bx;
sparkY[i] = by;
sv = random(0.5,9);
sparkVX[i] = cos( rad ) * sv;
sparkVY[i] = sin( rad ) * sv;
}
}
}
}
// 以下は,動きを記述するためのクラスですので,編集しないでください.
import flash.utils.getTimer;
import frocessing.math.PerlinNoise;
/**
* Interpolate:指定した時間で,開始値から終値までの過渡的を
* 記述するクラス
*/
class Interpolate
{
private static const NOINIT :int = 1;
private static const RUNNING :int = 2;
private static const WAITING :int = 3;
private static const STOPPED :int = 4;
private var duration :Number;
private var begin :Number;
private var end :Number;
private var pow :Number;
private var tOffset :Number;
private var tElapsed :Number;
private var prevVal :Number;
private var tRestart :Number;
public var status :int = NOINIT;
public function Interpolate( t:Number, s:Number, f:Number,
p:Number = 1) {
begin = prevVal = s;
end = f;
duration = t;
pow = p;
tOffset = 0;
tElapsed = 0;
}
public function val() :Number {
var t :Number;
if( status == NOINIT){
tOffset = getTimer()/1000;
prevVal = begin;
status = RUNNING;
} else if( status == RUNNING ) {
t = getTimer()/1000;
tElapsed = t -tOffset;
if( tElapsed < duration ) {
prevVal = begin + ( end - begin )*Math.pow(tElapsed/duration,pow);
} else {
prevVal = end;
status = STOPPED;
}
} else if( status == WAITING){
t = getTimer()/1000;
if( t >= tRestart) {
status = RUNNING;
tOffset = t - tElapsed;
}
}
return prevVal;
}
public function pause() :void
{
status = STOPPED;
}
public function cont() :void
{
status = RUNNING;
tOffset = getTimer()/1000-tElapsed;
}
public function start() :void
{
status = RUNNING;
tOffset = getTimer()/1000;
}
public function wait( waitTime :Number ) :void
{
status = WAITING;
tRestart = getTimer() + waitTime;
}
public function isRunning() :Boolean
{
if( status == RUNNING ) {
return true;
} else {
return false;
}
}
public function isStopped() :Boolean
{
if( status == STOPPED ) {
return true;
} else {
return false;
}
}
public function isEnd() :Boolean
{
if( prevVal >= end) {
return true;
} else {
return false;
}
}
}
/**
* LFO:指定した時間での周期的変動を記述するクラス
*/
class LFO {
public static const SIN :int = 1;
public static const COS :int = 2;
public static const SAW :int = 3;
public static const TRI :int = 4;
public static const SQR :int = 5;
public static const ABSSIN :int = 6;
public static const NOISE :int = 7;
private static const NOINIT :int = 1;
private static const RUNNING :int = 2;
private static const WAITING :int = 3;
private static const STOPPED :int = 4;
private var period :Number;
private var amplitude :Number;
private var phase :Number;
private var offset :Number;
private var type :int = SIN;
private var isStart :Boolean;
private var t_offset :Number;
private var status :int = NOINIT;
public function LFO( prd :Number, amp :Number,
of :Number = 0, ph :Number = 0)
{
period = prd;
amplitude = amp;
offset = of;
phase = ph;
}
public function setPeak( min :Number, max :Number) :void
{
offset = (min + max) / 2;
if( min < max ) {
amplitude = (max - min) / 2;
} else {
amplitude = (min - max) / 2;
}
}
public function setType( t :int ) :void
{
type = t;
}
public function val( mul :Number=1.0 ) :Number {
if(status == NOINIT) {
status = RUNNING;
t_offset = getTimer() / 1000.0;
return val();
} else if(status == RUNNING ) {
var t :Number = getTimer() / 1000.0 - t_offset;
var temp :Number;
switch(type) {
case SIN :
return offset + mul * amplitude *
Math.sin(2.0 * Math.PI *( t/period + phase) );
case COS :
return offset + mul * amplitude *
Math.cos(2.0 * Math.PI *( t/period + phase) );
case SAW :
temp = t / period + 0.5 + phase -
Math.floor( t / period + 0.5 + phase ) - 0.5;
return offset + 2.0 * mul * amplitude * temp;
case TRI :
temp = t / period + phase -
Math.floor (t / period + phase );
if( 0.0 <= temp && temp < 0.25 ) {
return offset + mul * amplitude * 4.0 * temp;
} else if( temp < 0.75 ) {
return offset + mul * amplitude * ( 2.0 - 4.0 * temp);
} else {
return offset + mul * amplitude * ( -4.0 + 4.0 * temp);
}
case SQR :
temp = t/period + phase -
Math.floor( t / period + phase);
if( temp < 0.5 ){
return offset + mul * amplitude;
} else {
return offset - mul * amplitude;
}
case ABSSIN :
return offset +
Math.abs(mul * amplitude * Math.sin(2.0*Math.PI *( t/period + phase)));
case NOISE :
var p :PerlinNoise = new PerlinNoise();
return offset -mul * amplitude + 2.0 * mul * amplitude * p.noise(t/period+phase,1);
default :
return 0.0;
}
} else {
return 0.0;
}
}
}