Forked from: ABA's CircleCycle diff:1 forked from: CircleCycle test_flash forked:0favorite:0lines:650license : MIT License modified : 2010-01-12 14:26:30 Embed Tweet // forked from ABA's CircleCycle // CircleCycle.as // Destroy circles and avoid incoming bullets. // <Control> // Movement: Arrow or [WASD] keys. // Fire: [Z], [X], [.] or [/] key. package { import flash.display.Sprite; [SWF(width="465", height="465", backgroundColor="0x000000", frameRate="30")] public class CircleCycle extends Sprite { public function CircleCycle() { main = this; initialize(); } } } import flash.display.Sprite; import flash.display.Bitmap; import flash.display.BitmapData; import flash.display.Graphics; import flash.geom.Rectangle; import flash.geom.Vector3D; import flash.text.TextField; import flash.text.TextFormat; import flash.text.TextFormatAlign; import flash.events.Event; import flash.events.KeyboardEvent; const SCREEN_WIDTH:int = 465, SCREEN_HEIGHT:int = 465; const TITLE:int = 0, GAME:int = 1, GAME_OVER:int = 2; const GAME_OVER_DURATION:int = 150, BLOCK_GAME_START_DURATION:int = 30; const BACKGROUND_BRIGHTNESS:int = 200; const BACKGROUND_COLOR:int = BACKGROUND_BRIGHTNESS * 0x10000 + BACKGROUND_BRIGHTNESS * 0x100 + BACKGROUND_BRIGHTNESS; var main:Sprite; var screen:BitmapData = new BitmapData(SCREEN_WIDTH, SCREEN_HEIGHT, false, 0); var scoreField:TextField = new TextField; var timeField:TextField = new TextField; var messageField:TextField = new TextField; var score:int, time:int, stage:int, gameOverTicks:int; var rect:Rectangle = new Rectangle; var pos:Vector3D = new Vector3D, offset:Vector3D = new Vector3D; var rand:Function = Math.random, abs:Function = Math.abs; var sin:Function = Math.sin, cos:Function = Math.cos, atan2:Function = Math.atan2; var PI:Number = Math.PI; function initialize():void { main.addChild(new Bitmap(screen)); main.stage.addEventListener(KeyboardEvent.KEY_DOWN, Key.onKeyDown); main.stage.addEventListener(KeyboardEvent.KEY_UP, Key.onKeyUp); Field.initialize(); initializeBlurs(); player.initialize(); scoreField = createTextField(SCREEN_WIDTH - 100, 0, 100, 24, 0xff6666, TextFormatAlign.RIGHT); timeField = createTextField(SCREEN_WIDTH / 2 - 100, SCREEN_HEIGHT - 48, 200, 48, 0xff6666, TextFormatAlign.RIGHT); messageField = createTextField(SCREEN_WIDTH - 256, 0, 256, 36, 0xff6666); main.addChild(scoreField); main.addChild(timeField); main.addChild(messageField); start(TITLE); main.addEventListener(Event.ENTER_FRAME, update); } function update(event:Event):void { if (circles.length <= 0) goToNextStage(); screen.lock(); screen.fillRect(screen.rect, BACKGROUND_COLOR); updateBlurs(); var i:int; for (i = 0; i < sparks.length; i++) if (!sparks[i].update()) { sparks.splice(i, 1); i--; } for (i = 0; i < shots.length; i++) if (!shots[i].update()) { shots.splice(i, 1); i--; } for each (var c:Circle in circles) c.update(); for (i = 0; i < circles.length; i++) if (!circles[i].exists) { circles.splice(i, 1); i--; } if (gameOverTicks < 0) player.update(); for (i = 0; i < bullets.length; i++) if (!bullets[i].update()) { bullets.splice(i, 1); i--; } Field.drawSideBoard(); screen.unlock(); if (gameOverTicks < 0) { var msStr:String = String(time % 1000); while (msStr.length < 3) msStr = "0" + msStr; timeField.text = String(int(time / 1000)) + "\"" + msStr; if (time <= 0) start(GAME_OVER); time -= 33; } else { gameOverTicks++; if (gameOverTicks == GAME_OVER_DURATION) start(TITLE); if (Key.button1 && gameOverTicks > BLOCK_GAME_START_DURATION) start(GAME); } } function goToNextStage():void { if (gameOverTicks < 0 && stage > 0) score += time; scoreField.text = String(score); stage++; time = 5000; addCircles((rand() - 0.5) * Field.size.x, 2, 50.0 / (20.0 + stage), 5.0 + rand() * 2.0 + rand() * 2.0); } function start(mode:int):void { switch (mode) { case TITLE: { clearActors(); player.hide(); gameOverTicks = GAME_OVER_DURATION; messageField.y = SCREEN_HEIGHT / 3 * 2; messageField.text = "CircleCycle"; break; } case GAME: { clearActors(); player.start(); gameOverTicks = -1; messageField.text = ""; score = 0; stage = 0; break; } case GAME_OVER: { player.hide(); gameOverTicks = 0; messageField.y = SCREEN_HEIGHT / 2; messageField.text = "GAME OVER"; timeField.text = ""; break; } } } function clearActors():void { shots = null; bullets = null; sparks = null; shots = new Vector.<Shot>; bullets = new Vector.<Bullet>; sparks = new Vector.<Spark>; for each (var c:Circle in circles) c.remove(); circles = null; circles = new Vector.<Circle>; } // Game actor base class. class Actor { public var pos:Vector3D = new Vector3D; } class VelocityActor extends Actor { public var vel:Vector3D = new Vector3D; public var ticks:int; public function update():Boolean { pos.incrementBy(vel); ticks++; if (!Field.contains(pos) || ticks > 300) return false; return true; } } // Player. var player:Player = new Player; class Player extends Actor { private const INVINCIBLE_DURATION:int = 90; private const COLLISION_SIZE:Number = 5.0; private const SPEED:Number = 9.0; private var vel:Vector3D = new Vector3D; private var fireTicks:int; private var sprite:Sprite = new Sprite; public function initialize():void { var g:Graphics = sprite.graphics; g.lineStyle(5, 0x008800); g.moveTo(0, -10); g.lineTo(-10,10); g.lineTo(10, 10); g.lineTo(0, -10); main.addChild(sprite); } public function start():void { pos.x = 0; pos.y = Field.size.y * 0.5; vel.y = -5.0; } public function hide():void { sprite.x = sprite.y = 99999; } public function update():void { offset.x = offset.y = 0; if (Key.left) offset.x = -1; if (Key.right) offset.x = 1; if (Key.up) offset.y = -1; if (Key.down) offset.y = 1; if (offset.x != 0 && offset.y != 0) offset.scaleBy(0.7); offset.scaleBy(SPEED); pos.incrementBy(offset); pos.incrementBy(vel); vel.scaleBy(0.9); if (pos.x < -SCREEN_WIDTH / 2) pos.x = -SCREEN_WIDTH / 2; if (pos.x > SCREEN_WIDTH / 2) pos.x = SCREEN_WIDTH / 2; if (pos.y < -SCREEN_HEIGHT / 2) pos.y = -SCREEN_HEIGHT / 2; if (pos.y > SCREEN_HEIGHT / 2) pos.y = SCREEN_HEIGHT / 2; Field.offsetX = pos.x * 0.33; sprite.x = pos.x + SCREEN_WIDTH / 2 - Field.offsetX; sprite.y = pos.y + SCREEN_WIDTH / 2; var bc:int = time * 150 / 5000; addBlur(pos.x, pos.y - 7, 7, 7, 250 - bc, 50 + bc, 100); addBlur(pos.x, pos.y + 3, 15, 15, 250 - bc, 50 + bc, 100); drawBox(pos.x + time * 0.02 / 2, pos.y + 15, time * 0.02, 10, (150 - bc) * 0x10000 + bc * 0x100, 0, 0, 0, 0); var i:int; if (fireTicks <= 0 && shots.length <= 7 && abs(vel.y) < 1.0 && Key.button1) { fireTicks = 2; var s:Shot; for (i = 0; i < 7; i++) { s = new Shot; s.pos.x = pos.x; s.pos.y = pos.y; var d:Number = (i - 3) * 0.1; s.vel.x = sin(d) * 24.0; s.vel.y = -cos(d) * 24.0; shots.push(s); } } fireTicks--; i = 0; for each (var b:Bullet in bullets) { if (Vector3D.distance(pos, b.pos) <= COLLISION_SIZE) { if (vel.y < 1.0) { vel.y += 20.0; addSparks(50, pos.x, pos.y, 30.0, 15.0, 200, 200, 100); time /= 2; } else { bullets.splice(i, 1); i--; } } i++; } } } // Player's shots. var shots:Vector.<Shot> = new Vector.<Shot>; class Shot extends VelocityActor { override public function update():Boolean { for each (var c:Circle in circles) if (checkHit(c)) return false; addBlur(pos.x, pos.y, 20, 15, 50, 150, 100); return super.update(); } private function checkHit(c:Circle):Boolean { for each (var cc:Circle in c.children) if (cc.exists && checkHit(cc)) return true; if (c.exists && c.hasCollision && Vector3D.distance(pos, c.pos) < c.spec.spriteRadius + 20.0) { addSparks(1, pos.x, pos.y, 20.0, 5.0, 50, 150, 100); c.damage(); return true; } return false; } } // Circles' bullets. var bullets:Vector.<Bullet>; class Bullet extends VelocityActor { public var baseVel:Vector3D = new Vector3D; public var color:int, br:int, bg:int, bb:int, size:int; override public function update():Boolean { var sz:Number = 1.5 + Math.sin(ticks * 0.2) * 0.4; var a:Number = 0.8 + Math.sin(ticks * 0.45) * 0.2; drawBox(pos.x, pos.y, size, size, color, sz, br * a, bg * a, bb * a); if (ticks <= 15) { vel.x = baseVel.x * (ticks + 15) / 30.0; vel.y = baseVel.y * (ticks + 15) / 30.0; } return super.update(); } } // Circles. var circles:Vector.<Circle> = new Vector.<Circle>; class Circle extends Actor { public var children:Vector.<Circle> = new Vector.<Circle>; public var isTop:Boolean, exists:Boolean = true; public var spec:CircleSpec; public var bulletSpeedRatio:Number = 1.0; public var rollAngle:Number, fireAngle:Number, fireSpeed:Number, angleInterval:Number; public var baseAngle:Number; public var ticks:int, shield:int; public var hasCollision:Boolean; public var isDamaged:Boolean; public var sprite:Sprite = new Sprite; public function start():void { var g:Graphics = sprite.graphics; g.clear(); g.lineStyle(5, (int)(spec.r / 2) * 0x10000 + int(spec.g / 2) * 0x100 + int(spec.b / 2)); g.drawCircle(0, 0, spec.spriteRadius); main.addChild(sprite); baseAngle = rollAngle = fireAngle = 0; shield = spec.shield; } public function update():void { sprite.x = pos.x + SCREEN_WIDTH / 2 - Field.offsetX; sprite.y = pos.y + SCREEN_HEIGHT / 2; var i:int; if (isDamaged) { isDamaged = false; var da:Number = ticks * 0.1, sr:Number = spec.spriteRadius, bc:int = sr * 0.5; for (i = 0; i < bc; i++) { addBlur(pos.x + sr * sin(da), pos.y + sr * cos(da), 9 + rand() * 7, 9 + rand() * 7, rand() * 128 + 127, rand() * 128, 0); da += PI * 2 / bc; } } if (spec.fireInterval > 0 && ticks % spec.fireInterval == 0 && pos.y < 0) { if (spec.isAimingBaseAngle) baseAngle = atan2(player.pos.x - pos.x, player.pos.y - pos.y); var ba:Number = baseAngle + rollAngle + fireAngle; var srv:Number = -spec.bulletSpeedWhipVel * 2/ spec.bulletCount; for (i = 0; i < spec.bulletCount; i++) fire(ba, 1.0 + spec.bulletSpeedWhipVel + srv * i); } ticks++; if (spec.childrenCount <= 0) return; rollAngle = spec.rollAngle.getValue(ticks); fireAngle = spec.fireAngle.getValue(ticks); fireSpeed = spec.fireSpeed.getValue(ticks); angleInterval = spec.angleInterval.getValue(ticks); if (spec.isAimingRollAngle) rollAngle += atan2(player.pos.x - pos.x, player.pos.y - pos.y); var a:Number = rollAngle - angleInterval * (children.length - 1) / 2 - angleInterval; for each (var c:Circle in children) { a += angleInterval; if (!c.exists) continue; c.pos.x = pos.x + sin(a) * spec.radius; c.pos.y = pos.y + cos(a) * spec.radius; c.baseAngle = a + fireAngle; c.update(); } if (isTop && pos.y < -Field.size.y * 0.5) pos.y += 7.0; } private function fire(a:Number, sr:Number):void { var b:Bullet = new Bullet; b.pos.x = pos.x; b.pos.y = pos.y; var bs:Number = spec.bulletSpeed * bulletSpeedRatio * sr; b.baseVel.x = sin(a) * bs; b.baseVel.y = cos(a) * bs; b.size = spec.bulletSize; b.br = spec.r; b.bg = spec.g; b.bb = spec.b; b.color = int(b.br / 4) * 0x10000 + int(b.bg / 4) * 0x100 + int(b.bb / 4); bullets.push(b); } public function damage():void { isDamaged = true; shield--; if (shield <= 0) remove(true); } public function remove(isDestroyed:Boolean = false):void { main.removeChild(sprite); for each (var c:Circle in children) if (c.exists) c.remove(); exists = false; if (!isDestroyed) return; var ba:Number = ticks * 0.1, sr:Number = spec.spriteRadius, bc:int = sr * 0.5; for (var i:int = 0; i < bc; i++) { addSparks(1, pos.x + sr * sin(ba), pos.y + sr * cos(ba), 10.0, 10.0, spec.r, spec.g, spec.b); ba += PI * 2 / bc; } } } class CircleSpec { public static const FIX:int = 0, WEDGE:int = 1; public var radius:Number, spriteRadius:Number; public var isRound:Boolean; public var rollAngle:Waveform = new Waveform; public var isAimingRollAngle:Boolean, isAimingBaseAngle:Boolean; public var fireAngle:Waveform = new Waveform, fireSpeed:Waveform = new Waveform; public var fireInterval:int = -1; public var angleInterval:Waveform = new Waveform; public var bulletSpeed:Number = 7.0, bulletSize:Number = 15.0; public var bulletSpeedFanType:int, bulletSpeedFanVel:Number = 0; public var fireDelayType:int, fireDelayVel:Number = 0; public var bulletCount:int = 1, bulletSpeedWhipVel:Number = 0; public var r:int, g:int, b:int; public var childrenCount:int; public var shield:int; public function set(childrenCount:int, radius:Number, childRadius:Number):void { this.childrenCount = childrenCount; this.radius = radius; spriteRadius = radius + childRadius; shield = radius * 0.7; rollAngle.width = (0.5 + rand() * 0.5) * ((int)(rand() * 2) * 2 - 1); isRound = (rand() < 0.25); if (isRound) { rollAngle.type = Waveform.MONOTONE; rollAngle.interval = 60 + rand() * 60; if (rand() < 0.4) fireAngle.type = Waveform.MONOTONE; fireAngle.width = (2.0 + rand() * 2.0) * ((int)(rand() * 2) * 2 - 1); fireAngle.interval = 90 + rand() * 90; if (rand() < 0.3) fireAngle.center = rand() * PI * 2; angleInterval.center = PI * 2 / childrenCount; } else { isAimingRollAngle = true; if (rand() < 0.3) rollAngle.type = Waveform.SIN; rollAngle.interval = 120 + rand() * 90; if (rand() < 0.3) angleInterval.type = Waveform.SIN; angleInterval.center = ((2.0 + rand() * 2.0) / childrenCount) * ((int)(rand() * 2) * 2 - 1); angleInterval.width = angleInterval.center * (0.3 + rand() * 0.3); angleInterval.interval = 60 + rand() * 60; } if (rand() < 0.5) bulletSpeedFanType = WEDGE; if (rand() < 0.5) bulletSpeedFanVel = (0.3 + rand() * 0.2) * ((int)(rand() * 2) * 2 - 1); if (rand() < 0.5) fireDelayType = WEDGE; if (rand() < 0.5) fireDelayVel = (8.0 + rand() * 6.0) * ((int)(rand() * 2) * 2 - 1); } } class Waveform { public static const FIX:int = 0, MONOTONE:int = 1, SIN:int = 2; public var type:int = FIX, center:Number = 0, width:Number = 0, interval:int = 1; public function getValue(ticks:int):Number { switch (type) { case FIX: return center; case MONOTONE: return center + width * ticks * 2 / interval; case SIN: return center + width * sin(PI * 2 * ticks / interval); } return 0; } } function addCircles(x:Number, depth:int, fireIntervalRatio:Number, bulletSpeed:Number):void { var radius:Number = (20 + rand() * 20) * depth; var c:Circle = new Circle; c.pos.x = x; c.pos.y = -Field.size.y - radius; c.isTop = true; c.hasCollision = true; var r:int, g:int, b:int; r = 127 + rand() * 128; g = 127 + rand() * 128; b = 127 + rand() * 128; var sps:Vector.<CircleSpec> = new Vector.<CircleSpec>; var turretCount:int = createCircleSpecs(sps, radius, depth, r, g, b); var sp:CircleSpec; for each (sp in sps) if (sp.isRound) turretCount *= 0.75; sp = sps[0]; sp.fireInterval = turretCount * fireIntervalRatio + 1; sp.bulletSpeed = bulletSpeed; sp.bulletSize = 10.0 + depth * 3; addCircleChildren(c, sps.length - 1, sps, 1.0, 0); circles.push(c); } function createCircleSpecs(sps:Vector.<CircleSpec>, radius:Number, depth:int, r:int, g:int, b:int):int { var sp:CircleSpec = new CircleSpec; sp.r = r; sp.g = g; sp.b = b; var turretCount:int; if (depth == 0) { sp.radius = 0; sp.spriteRadius = radius; sp.childrenCount = 0; if (rand() < 0.3) { sp.bulletCount = 2 + rand() * 5; sp.bulletSpeedWhipVel = 0.2 + rand() * 0.2; turretCount = sp.bulletCount * 0.75; } else turretCount = 1; } else { sp.childrenCount = 1 + rand() * 7; var cr:Number = radius * (0.33 + rand() * 0.1); sp.set(sp.childrenCount, radius, cr); turretCount = createCircleSpecs(sps, cr, depth - 1, r, g, b) * sp.childrenCount; } sps.push(sp); return turretCount; } function addCircleChildren(c:Circle, index:int, sps:Vector.<CircleSpec>, bulletSpeedRatio:Number, fireDelay:Number):void { var sp:CircleSpec = sps[index]; var bsv:Number = -sp.bulletSpeedFanVel * 2 / sp.childrenCount; var fdv:Number = -sp.fireDelayVel * 2 / sp.childrenCount; if (sp.bulletSpeedFanType == CircleSpec.WEDGE) bsv *= 2; if (sp.fireDelayType == CircleSpec.WEDGE) fdv *= 2; for (var i:int = 0; i < sp.childrenCount; i++) { var cc:Circle = new Circle; var bsr:Number; if (sp.bulletSpeedFanType == CircleSpec.FIX || i < sp.childrenCount / 2) bsr = 1.0 + sp.bulletSpeedFanVel + bsv * i; else bsr = 1.0 + sp.bulletSpeedFanVel + bsv * (sp.childrenCount - 1 - i); var fd:Number; if (sp.fireDelayType == CircleSpec.FIX || i < sp.childrenCount / 2) fd = sp.fireDelayVel + fdv * i; else fd = sp.fireDelayVel + fdv * (sp.childrenCount - 1 - i); addCircleChildren(cc, index - 1, sps, bsr * bulletSpeedRatio, fireDelay + fd); c.children.push(cc); } c.bulletSpeedRatio = bulletSpeedRatio; c.ticks = fireDelay; c.spec = sp; c.start(); } // Sparks. var sparks:Vector.<Spark>; class Spark extends VelocityActor { public var size:Number; public var r:int, g:int, b:int; override public function update():Boolean { vel.scaleBy(0.99); size *= 0.95; r += (BACKGROUND_BRIGHTNESS - r) * 0.1; g += (BACKGROUND_BRIGHTNESS - g) * 0.1; b += (BACKGROUND_BRIGHTNESS - b) * 0.1; var cr:Number = rand() + 0.5; var br:int = r * cr, bg:int = g * cr, bb:int = b * cr; if (br > 255) br = 255; if (bg > 255) bg = 255; if (bb > 255) bb = 255; drawBox(pos.x, pos.y, size, size, r * 0x10000 + g * 0x100 + b, 1.5, br, bg, bb); return super.update(); } } function addSparks(count:int, x:Number, y:Number, speed:Number, size:Number, r:int, g:int ,b:int):void { for (var i:int = 0; i < count; i++) { var s:Spark = new Spark; s.pos.x = x; s.pos.y = y; var a:Number = rand() * PI * 2, sp:Number = speed * (0.5 + rand()); s.vel.x = Math.sin(a) * sp; s.vel.y = Math.cos(a) * sp; s.size = size; s.r = r; s.g = g; s.b = b; s.ticks = 15 + 15 * rand(); sparks.push(s); } } // Game field. class Field { public static const SIDE_BOARD_WIDTH:Number = SCREEN_WIDTH / 6; public static var size:Vector3D = new Vector3D; public static var offsetX:Number = 0; public static function initialize():void { size.x = SCREEN_WIDTH * 1.1 / 2; size.y = SCREEN_HEIGHT * 1.1 / 2; } public static function drawSideBoard():void { rect.width = SIDE_BOARD_WIDTH; rect.height = SCREEN_HEIGHT; rect.y = 0; rect.x = 0; screen.fillRect(rect, BACKGROUND_COLOR); rect.x = SCREEN_WIDTH - rect.width; screen.fillRect(rect, BACKGROUND_COLOR); } public static function contains(p:Vector3D):Boolean { return (p.x >= -size.x && p.x <= size.x && p.y >= -size.y && p.y <= size.y); } } // Blur effect. const BLUR_MAX_COUNT:int = 512, BLUR_HISTORY_COUNT:int = 6; var blurs:Vector.<Vector.<Blur>> = new Vector.<Vector.<Blur>>(BLUR_HISTORY_COUNT, true); var blurCounts:Vector.<int> = new Vector.<int>(BLUR_HISTORY_COUNT, true); var blurIndex:int; class Blur { public var pos:Vector3D = new Vector3D; public var width:Number, height:Number; public var r:int, g:int, b:int; public function update():void { rect.x = pos.x - width / 2 - Field.offsetX; rect.width = width; rect.y = pos.y - height / 2; rect.height = height; screen.fillRect(rect, r * 0x10000 + g * 0x100 + b); width *= 1.2; height *= 1.2; r += (BACKGROUND_BRIGHTNESS - r) * 0.2; g += (BACKGROUND_BRIGHTNESS - g) * 0.2; b += (BACKGROUND_BRIGHTNESS - b) * 0.2; } } function drawBox(x:Number, y:Number, w:int, h:int, color:int, blurSizeRatio:Number, br:int, bg:int, bb:int):void { rect.x = x - w / 2 + SCREEN_WIDTH / 2 - Field.offsetX; rect.y = y - h / 2 + SCREEN_HEIGHT / 2; rect.width = w; rect.height = h; screen.fillRect(rect, color); if (blurSizeRatio > 0) addBlur(x, y, w * blurSizeRatio, h * blurSizeRatio, br, bg, bb); } function addBlur(x:Number, y:Number, w:Number, h:Number, r:int, g:int, b:int):void { if (blurCounts[blurIndex] >= BLUR_MAX_COUNT) return; var bl:Blur = blurs[blurIndex][blurCounts[blurIndex]]; bl.pos.x = x + SCREEN_WIDTH / 2; bl.pos.y = y + SCREEN_HEIGHT / 2; bl.width = w; bl.height = h; bl.r = r; bl.g = g; bl.b = b; blurCounts[blurIndex]++; } function updateBlurs():void { var bi:int = blurIndex + 1; for (var i:int = 0; i < BLUR_HISTORY_COUNT; i++) { if (bi >= BLUR_HISTORY_COUNT) bi = 0; for (var j:int = 0; j < blurCounts[bi]; j++) blurs[bi][j].update(); bi++; } blurIndex++; if (blurIndex >= BLUR_HISTORY_COUNT) blurIndex = 0; blurCounts[blurIndex] = 0; } function initializeBlurs():void { for (var i:int = 0; i < BLUR_HISTORY_COUNT; i++) { var bs:Vector.<Blur> = new Vector.<Blur>(BLUR_MAX_COUNT, true); for (var j:int = 0; j < BLUR_MAX_COUNT; j++) bs[j] = new Blur; blurs[i] = bs; blurCounts[i] = 0; } blurIndex = 0; } // Utility classes and functions. class Key { public static var left:Boolean, up:Boolean, right:Boolean, down:Boolean; public static var button1:Boolean; public static function onKeyDown(event:KeyboardEvent):void { switch (event.keyCode) { case 0x25:case 0x41: left = true; break; case 0x26:case 0x57: up = true; break; case 0x27:case 0x44: right = true; break; case 0x28:case 0x53: down = true; break; case 0x5a:case 0xbf: case 0x58:case 0xbe: button1 = true; break; } } public static function onKeyUp(event:KeyboardEvent):void { switch (event.keyCode) { case 0x25:case 0x41: left = false; break; case 0x26:case 0x57: up = false; break; case 0x27:case 0x44: right = false; break; case 0x28:case 0x53: down = false; break; case 0x5a:case 0xbf: case 0x58:case 0xbe: button1 = false; break; } } } function createTextField(x:int, y:int, width:int, size:int, color:int, align:String = TextFormatAlign.LEFT):TextField { var fm:TextFormat = new TextFormat; fm.font = "_typewriter"; fm.bold = true; fm.size = size; fm.color = color; fm.align = align; var fi:TextField = new TextField; fi.defaultTextFormat = fm; fi.x = x; fi.y = y; fi.width = width; fi.selectable = false; return fi; } Code Fullscreen Preview Fullscreen