forked from: 砂ゲー fork with fire+壁

by 3.14 forked from 砂ゲー fork with fire (diff: 92)
水追加
火追加
壁追加
雷追加
近々新しいのを追加予定です
♥0 | Line 169 | Modified 2011-04-02 09:56:43 | MIT License
play

ActionScript3 source code

/**
 * Copyright 3.14 ( http://wonderfl.net/user/3.14 )
 * MIT License ( http://www.opensource.org/licenses/mit-license.php )
 * Downloaded from: http://wonderfl.net/c/qilv
 */

// forked from lilo's 砂ゲー fork with fire
// forked from kuma360's 砂ゲー
//水追加
//火追加 
//壁追加
//雷追加
package 
{
    import com.bit101.components.*;
    import flash.display.*;
    import flash.events.*;
    import flash.geom.*;
    
    [SWF ( width = 465, height = 465, frameRate = 60 )];
    public class Main extends Sprite 
    {
        
        private var _CANVAS:BitmapData = new BitmapData ( stage.stageWidth , stage.stageHeight , false , 0 ) ;
        
        private var _B0:PushButton ; 
        private var _B1:PushButton ; 
        private var _B2:PushButton ; 
        private var _B3:PushButton ; 
        private var _B4:PushButton ;
        private var _B5:PushButton ;
        private var _B6:PushButton ;
        private var _CLICK:Boolean = false ;
        private var _COLOR:uint = 0x836034;
        private var _BX:int = 0 ;
        private var _BY:int = 0 ;
        
        
        
        
        public function Main():void {
        
            //inittrace(stage);
            //trace("trace enabled!")
            
            addChild ( new Bitmap ( _CANVAS ) ) ;
            
            _B0 = new PushButton ( this,  10 , 10, "ERASE" ) ;
            _B1 = new PushButton ( this, 120 , 10, "WALL" ) ;
            _B2 = new PushButton ( this, 230 , 10, "SAND" ) ;
            _B3 = new PushButton ( this, 340 , 10, "WATER" ) ;
            _B4 = new PushButton ( this,  10,  30, "FIRE" ) ;
            _B5 = new PushButton ( this, 120,  30, "SUPERWALL" ) ;            
            _B6 = new PushButton ( this, 230,  30, "SUIGIN" ) ;
            
            _B0.addEventListener ( MouseEvent.CLICK , function ():void { _COLOR = 0x000000 ; _B0.enabled = false ; _B1.enabled = true  ; _B2.enabled = true  ; _B3.enabled = true  ; _B4.enabled = true; _B5.enabled = true ; _B6.enabled = true  ;} ) ;
            _B1.addEventListener ( MouseEvent.CLICK , function ():void { _COLOR = 0x836034 ; _B0.enabled = true  ; _B1.enabled = false ; _B2.enabled = true  ; _B3.enabled = true  ; _B4.enabled = true; _B5.enabled = true ; _B6.enabled = true  ;} ) ;
            _B2.addEventListener ( MouseEvent.CLICK , function ():void { _COLOR = 0xF7E779 ; _B0.enabled = true  ; _B1.enabled = true  ; _B2.enabled = false ; _B3.enabled = true  ; _B4.enabled = true; _B5.enabled = true ; _B6.enabled = true  ;} ) ;
            _B3.addEventListener ( MouseEvent.CLICK , function ():void { _COLOR = 0x80A2F0 ; _B0.enabled = true  ; _B1.enabled = true  ; _B2.enabled = true  ; _B3.enabled = false ; _B4.enabled = true; _B5.enabled = true ; _B6.enabled = true  ;} ) ;
            _B4.addEventListener ( MouseEvent.CLICK , function ():void { _COLOR = 0xFF0000 ; _B0.enabled = true  ; _B1.enabled = true  ; _B2.enabled = true  ; _B3.enabled = true  ; _B4.enabled = false;_B5.enabled = true ; _B6.enabled = true  ;} ) ;
            _B5.addEventListener ( MouseEvent.CLICK , function ():void { _COLOR = 0xF00000 ; _B0.enabled = true  ; _B1.enabled = true  ; _B2.enabled = true  ; _B3.enabled = true  ; _B4.enabled = true; _B5.enabled = false; _B6.enabled = true  ;} ) ;
            _B6.addEventListener ( MouseEvent.CLICK , function ():void { _COLOR = 0x888888 ; _B0.enabled = true  ; _B1.enabled = true  ; _B2.enabled = true  ; _B3.enabled = true  ; _B4.enabled = true; _B5.enabled = true ; _B6.enabled = false ;} ) ;
            stage.addEventListener ( MouseEvent.MOUSE_DOWN , function ():void { _CLICK = true ; } ) ;
            stage.addEventListener ( MouseEvent.MOUSE_UP   , function ():void { _CLICK = false; } ) ;
            addEventListener ( Event.ENTER_FRAME , RUN ) ;
            
        }
        
        
        
        
        public function RUN ( e:Event ):void {
            
            _CANVAS.lock() ;
            
            ////////////////////////////////////
            for ( var I:int = 200 ; I < 250 ; ++ I ) {
                
                if ( Math.random() < .1 ) {
                    _CANVAS.setPixel ( I , 60 , 0xF7E779 ) ;
                }
                
            }
            
            ////////////////////////////////////
            if ( _CLICK && 60 < mouseY && 60 < _BY ) {
                
                for ( var J:int = 0 ; J < 20 ; ++ J ) {
                    var R:Number = J / 20 ;
                    _CANVAS.fillRect ( new Rectangle ( _BX * R + mouseX * ( 1 - R ) , _BY * R + mouseY * ( 1 - R ) , 5 , 5 ) , _COLOR ) ;
                }
                
            }
            _BX = mouseX ;
            _BY = mouseY ;
            
            ////////////////////////////////////
            for ( var X:int = 0 ; X < _CANVAS.width ; ++ X ) {
                
                for ( var Y:int = _CANVAS.height - 1 ; Y >= 0 ; -- Y ) {
                    
                    var C:uint = _CANVAS.getPixel ( X , Y ) ;
                    if ( C == 0 ) {
                        continue ;
                    }
                    
                    if ( C == 0xF7E779 ) { // sand
                        
                        var T:uint ;
                        var TX:int ;
                        
                        {//落下
                            T = _CANVAS.getPixel ( X , Y + 1 ) ;
                            if ( T == 0 ) {
                                _CANVAS.setPixel ( X , Y     , T ) ;
                                _CANVAS.setPixel ( X , Y + 1 , C ) ;
                                continue ;
                            }
                            
                            //水より砂の方が重い,適当な確率で場所の置換を許す。
                            if ( T == 0x80A2F0 && Math.random() < .5 ) {
                                _CANVAS.setPixel ( X , Y     , T ) ;
                                _CANVAS.setPixel ( X , Y + 1 , C ) ;
                                continue ;
                            }
                        }
                        
                        {//左右移動
                            TX = X + Math.floor ( Math.random() * 7 ) - 3 ;
                            T = _CANVAS.getPixel ( TX , Y ) ;
                            if ( T == 0 ) {
                                _CANVAS.setPixel (  X , Y , T ) ;
                                _CANVAS.setPixel ( TX , Y , C ) ;
                                continue ;
                            }
                            
                            //水より砂の方が重い,適当な確率で場所の置換を許す。
                            if ( T == 0x80A2F0 && Math.random() < .8 ) {
                                _CANVAS.setPixel (  X , Y , T ) ;
                                _CANVAS.setPixel ( TX , Y , C ) ;
                                continue ;
                            }
                        }
                        
                    }
                    
                    if ( C == 0x80A2F0 ) {
                        
                        {//落下
                            T = _CANVAS.getPixel ( X , Y + 1 ) ;
                            if ( T == 0 || T == 0xFF0000) { // water stops fire
                                _CANVAS.setPixel ( X , Y     , 0 ) ;
                                _CANVAS.setPixel ( X , Y + 1 , C ) ;
                                continue ;
                            }
                        }
                        
                        {//左右移動
                            TX = X + Math.floor ( Math.random() * 7 ) - 3 ;
                            T = _CANVAS.getPixel ( TX , Y ) ;
                            if ( T == 0 ) {
                                _CANVAS.setPixel (  X , Y , T ) ;
                                _CANVAS.setPixel ( TX , Y , C ) ;
                                continue ;
                            }
                        }

                    }
                    

                    
                }
                
            }
            
            //////////////////////////////
            
            for ( X = 0 ; X < _CANVAS.width ; ++ X ) {
                
                for ( Y = 61 ; Y < _CANVAS.height ; ++ Y ) {
                    
                    C = _CANVAS.getPixel( X, Y ) ;
                    if ( C == 0xFF0000 ) {
                    var DX:int;
                      
                      {//浮上
                        T = _CANVAS.getPixel ( X, Y - 1) ;X
                        if ( T == 0 || T == C ) {
                            DX = Math.round ( Math.random() * 2  - 1 );
                            _CANVAS.setPixel ( X, Y    , 0 ) ;
                            _CANVAS.setPixel ( X + DX, Y - 1, C ) ;
                            continue;
                        }
                        
                        // burn sands and wall
                        if ( T == 0xF7E779 || T == 0x836034 ) {
                            _CANVAS.setPixel ( X, Y, 0 ) ;
                            _CANVAS.setPixel ( X, Y - 1, C) ;
                        }
                        
                        
                      }
                    }                  
                
                }
                
            }
            
            for ( X = 0 ; X < _CANVAS.width ; ++ X ) {
                
                for ( Y = 61 ; Y < _CANVAS.height ; ++ Y ) {
                    
                    C = _CANVAS.getPixel( X, Y ) ;
                    if ( C == 0x2FFFFF ) {
                    var DX:int;
                      
                      {//浮上
                        T = _CANVAS.getPixel ( X, Y - 1) ;X
                        if ( T == 0 || T == C ) {
                            DX = Math.round ( Math.random() * 2  - 1 );
                            _CANVAS.setPixel ( X, Y    , 0 ) ;
                            _CANVAS.setPixel ( X + DX, Y - 1, C ) ;
                            continue;
                        }
                        
                        // burn sands and wall
                        if ( T == 0xF00000 || T == 0x80A2F0 ) {
                            _CANVAS.setPixel ( X, Y, 0 ) ;
                            _CANVAS.setPixel ( X, Y - 1, C) ;
            
            // clean up
            for ( X = 0 ; X < _CANVAS.width ; ++ X ) {
              _CANVAS.setPixel ( X, 60, 0 ) ;
            }
            
            _CANVAS.unlock() ;
            
        }
        
    }
    
}





/////  WONDERFL TRACE /////

import flash.display.Sprite;
import flash.display.Stage;
import flash.text.TextField;
import flash.text.TextFormat;





//global trace function
var trace:Function;

//wtreace class

                }
            }
        }            
    }            
}