forked from: forked from: ライツアウト

by koshitarou forked from forked from: ライツアウト (diff: 1)
♥0 | Line 172 | Modified 2012-03-30 10:52:44 | MIT License
play

ActionScript3 source code

/**
 * Copyright koshitarou ( http://wonderfl.net/user/koshitarou )
 * MIT License ( http://www.opensource.org/licenses/mit-license.php )
 * Downloaded from: http://wonderfl.net/c/uU7W
 */

// forked from matacat's forked from: ライツアウト
// forked from h6k's ライツアウト

package {
    import flash.display.Shape;
    import flash.display.Sprite;
    import flash.events.Event;
    import flash.events.MouseEvent;
    import flash.geom.Matrix;
    import flash.text.TextField;
    import flash.text.TextFieldAutoSize;
    
    public class FlashTest extends Sprite {
        private var pos:Array = new Array(5);
        private var lights:Vector.<Vector.<Shape>> = new Vector.<Vector.<Shape>>();
        private var sw:int = stage.stageWidth;        // 全体サイズ
        private var sh:int = stage.stageHeight;
        private var fw:int = sw / 6 * 5;            // マスサイズ
        private var fh:int = sh / 6 * 5;
        private var ofx:int = (sw - fw) / 2;        // オフセット
        private var ofy:int = (sh - fh) / 2;
        
        private var sp:Sprite = new Sprite();
        private var fld:TextField = new TextField();
        private var btn:Sprite = new Sprite();
        
        public function FlashTest() {
            // write as3 code here..
            // 配列初期化
            var matrix:Matrix = new Matrix();
            matrix.createGradientBox(fw / 5, fh / 5, Math.PI);
            
            for (var X:int = 0; X < 5; X++) {
                pos[X] = [false, false, false, false, false];
                lights[X] = new Vector.<Shape>();
                
                for (var Y:int = 0; Y < 5; Y++) {
                    var col1:uint = hsv2rgb((X + Y) / 13 * 360, 0.1, 1);
                    var col2:uint = hsv2rgb((X + Y) / 13 * 360, 0.9, 1);
                    lights[X][Y] = new Shape();
                    lights[X][Y].graphics.beginGradientFill("radial", [col1, col2, 0], [1, 1, 0], [0, 160, 255], matrix);
                    lights[X][Y].graphics.drawCircle(fw / 10, fh / 10, fw / 10);
                    lights[X][Y].alpha = 0;
                    lights[X][Y].x = ofx + fw / 5 * X;
                    lights[X][Y].y = ofy + fh / 5 * Y;
                    addChild(lights[X][Y]);
                }
            }
            loadStage();
        }
        
        // 配列から描画
        private function repaint():Boolean {
            var clear:Boolean = true;
            for (var X:int = 0; X < pos.length; X++) {
                for (var Y:int = 0; Y < pos[X].length; Y++) {
                    if (pos[X][Y]) clear = false;
                }
            }
            return clear;
        }
        
        // ステージ作成
        private function loadStage():void {
            addChildAt(sp, 0);
            sp.graphics.beginFill(0, 1);
            sp.graphics.drawRect(0, 0, sw, sh);
            sp.graphics.endFill();
            sp.graphics.lineStyle(1, 0x999999);
            sp.graphics.drawRect(ofx, ofy, fw, fh);
            for (var i:int = 1; i < 5; i++) {
                sp.graphics.moveTo(ofx + fw / 5 * i, ofy);
                sp.graphics.lineTo(ofx + fw / 5 * i, ofy + fh);
                sp.graphics.moveTo(ofx             , ofy + fh / 5 * i);
                sp.graphics.lineTo(ofx + fw        , ofy + fh / 5 * i);
            }
            
            addChild(fld);
            fld.textColor = 0x999999;
            fld.x = ofx;
            fld.y = fh + ofy + 10;
            fld.width = fw;
            fld.border = true;
            fld.borderColor = 0x999999;
            fld.mouseEnabled = false;
            fld.autoSize = TextFieldAutoSize.CENTER;
            fld.text = "- PLAY! -";
            
            addChild(btn);
            btn.addChild(fld);
            btn.addEventListener(MouseEvent.CLICK, GameStart);
            
            addEventListener(Event.ENTER_FRAME, function(e:Event):void
            {
                for (var X:int = 0; X < 5; X++) {
                    for (var Y:int = 0; Y < 5; Y++) {
                        if (pos[X][Y]) lights[X][Y].alpha += lights[X][Y].alpha >= 1 ? 0 : 0.1;
                        else lights[X][Y].alpha -= lights[X][Y].alpha <= 0 ? 0 : 0.1;
                    }
                }
            });
        }
        
        // ゲームスタート
        private function GameStart(e:MouseEvent):void {
            // 配置
            for (var X:int = 0; X < 5; X++) {
                for (var Y:int = 0; Y < 5; Y++) {
                    var r:int = Math.random() * 100;
                    if (r % 2 == 0) {
                        reposition(X, Y);
                    }
                }
            }
            repaint();
            
            // クリックイベント
            fld.text = "- GIVE UP -";
            btn.removeEventListener(MouseEvent.CLICK, arguments.callee);
            btn.addEventListener(MouseEvent.CLICK, allClear);
            stage.addEventListener(MouseEvent.CLICK, onMouseClick);
        }
        
        // クリック
        private function onMouseClick(e:MouseEvent):void {
            var X:int = -1;
            var Y:int = -1;
            var i:int;
            
            // クリックした座標取得
            for (i = 0; i <= 5; i++) {
                if (mouseX < fw / 5 * i + ofx) {
                    X = i - 1;
                    break;
                }
            }
            for (i = 0; i <= 5; i++) {
                if (mouseY < fh / 5 * i + ofy) {
                    Y = i - 1;
                    break;
                }
            }
            if (X >= 0 && Y >= 0) {
                reposition(X, Y);
                if (repaint()) {
                    // クリア
                    fld.text = "CONGRATULATIONS! b(^_-)";
                    stage.removeEventListener(MouseEvent.CLICK, arguments.callee);
                    btn.addEventListener(MouseEvent.CLICK, allClear);
                }
            }
        }
        
        // 配列更新
        private function reposition(X:int, Y:int):void {
            // 押した場所
            pos[X][Y] = !pos[X][Y];
            // 上
            if (Y - 1 >= 0) {
                pos[X][Y - 1] = !pos[X][Y - 1];
            }
            // 右
            if (X + 1 < 5) {
                pos[X + 1][Y] = !pos[X + 1][Y];
            }
            // 下
            if (Y + 1 < 5) {
                pos[X][Y + 1] = !pos[X][Y + 1];
            }
            // 左
            if (X - 1 >= 0) {
                pos[X - 1][Y] = !pos[X - 1][Y];
            }
        }
        
        // 初期化
        private function allClear(e:MouseEvent):void {
            for (var X:int = 0; X < 5; X++) {
                pos[X] = [false, false, false, false, false];
            }
            repaint();
            
            // クリックイベント
            fld.text = "- PLAY! -";
            btn.removeEventListener(MouseEvent.CLICK, arguments.callee);
            btn.addEventListener(MouseEvent.CLICK, GameStart);
        }
        
        private function hsv2rgb(h:Number, s:Number, v:Number):uint
        {
            s = s > 1 ? 1 : (s < 0 ? 0 : s);
            v = v > 1 ? 1 : (v < 0 ? 0 : v);
            
            if (s == 0) return 0xFF * v << 16 | 0xFF * v << 8 | 0xFF * v << 0;
            
            h = h >= 360 ? h % 360 : (h < 0 ? h % 360 + 360 : h);
            
            var i:int = int(h / 60);
            var f:Number = h / 60 - i;
            var p:Number = v * (1 - s);
            var q:Number = v * (1 - s * f);
            var t:Number = v * (1 - s * (1 - f));
            
            switch (i) {
                case 0: return 0xFF * v << 16 | 0xFF * t << 8 | 0xFF * p << 0;
                case 1: return 0xFF * q << 16 | 0xFF * v << 8 | 0xFF * p << 0;
                case 2: return 0xFF * p << 16 | 0xFF * v << 8 | 0xFF * t << 0;
                case 3: return 0xFF * p << 16 | 0xFF * q << 8 | 0xFF * v << 0;
                case 4: return 0xFF * t << 16 | 0xFF * p << 8 | 0xFF * v << 0;
                case 5: return 0xFF * v << 16 | 0xFF * p << 8 | 0xFF * q << 0;
            }
            
            return 0;
        }
    }
}