CustomBullet 0.01
forked from Wonderfl Tank Game BulletRenderer Sample 2 (diff: 219)
ai0 net.wonderfl ... @author 9re
ActionScript3 source code
/**
* Copyright ukkr ( http://wonderfl.net/user/ukkr )
* MIT License ( http://www.opensource.org/licenses/mit-license.php )
* Downloaded from: http://wonderfl.net/c/klXK
*/
// forked from 9re's forked from: TaroBullet
// forked from mash's TaroBullet
package
{
// ai0
import flash.display.BitmapData;
import flash.display.Shape;
import flash.display.Sprite;
import flash.geom.ColorTransform;
import flash.geom.Point;
import flash.geom.Rectangle;
import flash.system.Security;
//
// net.wonderfl
import net.wonderfl.game.infinity_tank.development.*;
import net.wonderfl.utils.SequentialLoader;
/**
* ...
* @author 9re
*/
[SWF(backgroundColor="#000000")]
public class BulletRenderer extends BulletRendererBase {
private var _ctfm:ColorTransform;
private var _bullet:BitmapData;
private var _point:Point;
private var _bulletImageList:/*Loader*/Array = [];
public function BulletRenderer() {
SequentialLoader.loadImages( [ "http://quickstorm.info/test/wonderfl/kayacMark.png" ], _bulletImageList, bulletImageLoaded );
_bullet = new BitmapData( 1, 1 );
_bullet.fillRect( new Rectangle( 0, 0, 1, 1 ), 0xffffffff );
_ctfm = new ColorTransform( 1, 1, 1, 0.9 );
_point = new Point();
}
private function bulletImageLoaded():void {
_bullet = new BitmapData( _bulletImageList[ 0 ].width, _bulletImageList[ 0 ].height, true, 0x00000000 );
_bullet.draw( _bulletImageList[ 0 ] );
}
override public function draw( bitmapData:BitmapData ):void {
bitmapData.lock();
// 弾道の尾を引かせるために前の像をアルファで少し残す
bitmapData.colorTransform( bitmapData.rect, _ctfm );
// myBulletListが自分の弾のリスト。このようにfor文で回す
for ( var i:BoundBox = _scene.myBulletList; i; i = i.next ) {
// i.positionに弾の座標が入ります。中心座標なので、左へ2、上へ3だけずらします
_point.x = i.position.x - _bullet.width / 2;
_point.y = i.position.y - _bullet.height / 2;
// bitmapdataに弾のビットマップを座標の所へコピーする
bitmapData.copyPixels( _bullet, _bullet.rect, _point );
}
bitmapData.unlock();
}
}
}
