// forked from gyuque's マルチポー forked from: ゲームっぽくしてみた // forked from ton's ゲームっぽくしてみたforked from: なんとかディウスっぽい背景 // forked from gyuque's なんとかディウスっぽい背景 // ゲームっぽくしてみた // 十字キーで移動 // スペースキーで弾発射 // だれか当たり判定つけて>< package { import flash.display.*; import flash.geom.*; import flash.events.*; import flash.ui.Keyboard; [SWF(width="320", height="240", backgroundColor="0x000000", frameRate="30")] public class Nemesis extends Sprite { public static const W:int = 320; public static const H:int = 240; public static var KeyMapping:Object = {}; private var mScroll:int = 0; private var mMyPos:Point; private var mBGen:MountainGen = new MountainGen(160); private var mTGen:MountainGen = new MountainGen(160, 1); private var mBBGen:MountainGen = new MountainGen(180, 1, true); private var mBBGScreen:BitmapData = new BitmapData(W, H, true, 0); private var mBBGScreenBmp:Bitmap; private var mBBGScreenBmp2:Bitmap; private var mBGScreen:BitmapData = new BitmapData(W, H, true, 0); private var mBGScreenBmp:Bitmap; private var mBGScreenBmp2:Bitmap; private var mStarbg:StarBG = new StarBG(W, H, 30); private var ship:Ship = new Ship(0x00ffff, true); private var mKeyState:KeyState = new KeyState(); function Nemesis() { mapKey(Keyboard.UP, KeyState.K_UP); mapKey(Keyboard.DOWN, KeyState.K_DOWN); mapKey(Keyboard.LEFT,KeyState.K_LEFT); mapKey(Keyboard.RIGHT, KeyState.K_RIGHT); mapKey(Keyboard.SPACE, KeyState.K_TRG1); setupBG(); setupShip(); addEventListener(Event.ENTER_FRAME, tick); stage.addEventListener(KeyboardEvent.KEY_DOWN, onKeyDownHandler); stage.addEventListener(KeyboardEvent.KEY_UP, onKeyUpHandler); } private function setupShip():void { ship.x = 40; ship.y = H / 2; var m1:Ship = new Multiple(); ship.appendMultiple(m1); var m2:Ship = new Multiple(); ship.appendMultiple(m2); ship.fillMoveBuffer(); addChild(m1); addChild(m2); addChild(ship); } private function setupBG():void { addChild(mStarbg); mBBGScreenBmp = new Bitmap(mBBGScreen); addChild(mBBGScreenBmp); mBBGScreenBmp2 = new Bitmap(mBBGScreen); addChild(mBBGScreenBmp2); mBGScreenBmp = new Bitmap(mBGScreen); addChild(mBGScreenBmp); mBGScreenBmp2 = new Bitmap(mBGScreen); addChild(mBGScreenBmp2); var i:int; mBGen.step(); mTGen.step(); mBBGen.step(); for (i = 0;i < W;i++) { mBGen.step(); mTGen.step(); mBGen.draw(mBGScreen, i, 80); mTGen.draw(mBGScreen, i, 0, false); mBBGen.step(); mBBGen.draw(mBBGScreen, i, 60); } } private static function mapKey(raw:uint, _to:uint):void { KeyMapping[raw] = _to; } private var _clrrc:Rectangle = new Rectangle(0, 0, 1, H); private function tick(e:Event):void { var ox:int = mScroll % W; var ox2:int = int(mScroll/2) % W; _clrrc.x = ox; mBGScreen.fillRect(_clrrc, 0); mStarbg.tick(); mBGen.step(); mTGen.step(); mStarbg.draw(); mBGen.draw(mBGScreen, ox, 80); mTGen.draw(mBGScreen, ox, 0, false); if ((mScroll%2)==1) { _clrrc.x = ox2; mBBGScreen.fillRect(_clrrc, 0); mBBGen.step(); mBBGen.draw(mBBGScreen, ox2, 60); } mBGScreenBmp.x = -ox; mBGScreenBmp2.x = W-ox; mBBGScreenBmp.x = -ox2; mBBGScreenBmp2.x = W-ox2; ship.moveByKeyState(mKeyState.state); ship.tick(); ship.draw(); mScroll++; } private function onKeyDownHandler(e:KeyboardEvent):void { if (KeyMapping.hasOwnProperty(e.keyCode)) mKeyState.setState(KeyMapping[e.keyCode]); } private function onKeyUpHandler(e:KeyboardEvent):void { if (KeyMapping.hasOwnProperty(e.keyCode)) mKeyState.delState(KeyMapping[e.keyCode]); } } } import flash.display.*; import flash.events.Event; import flash.geom.Point; class KeyState { public static const K_UP:uint = 0x01; public static const K_DOWN:uint = 0x02; public static const K_LEFT:uint = 0x04; public static const K_RIGHT:uint = 0x08; public static const K_TRG1:uint = 0x10; private var mState:uint = 0; public function setState(s:uint):void { mState |= s; } public function delState(s:uint):void { mState &= ~s; } public function get state():uint { return mState; } } class Ship extends Sprite { private var speed:int = 4; protected var mCount:int = 0; private var mMovBuf:PositionRingBuffer; private var mMultiples:Array; public var color:uint; function Ship(color:uint, enable_buf:Boolean = false) { this.color = color; draw(); if (enable_buf) mMovBuf = new PositionRingBuffer(100); } public function fillMoveBuffer():void { for (var i:int = 0;i < 100;i++) mMovBuf.push(x, y, false); } public function appendMultiple(m:Ship):void { if (!mMultiples) mMultiples = []; mMultiples.push(m); } public function draw():void { var g:Graphics = graphics; g.clear(); g.lineStyle(0, color); g.lineTo( -30, -10); g.lineTo( -30, 10); g.lineTo(0, 0); g.endFill(); if (mMultiples) { for each(var m:Ship in mMultiples) m.draw(); } } public function moveByKeyState(s:uint):void { if (s&KeyState.K_UP) y -= speed; else if (s&KeyState.K_DOWN) y += speed; if (s&KeyState.K_LEFT) x -= speed; else if (s&KeyState.K_RIGHT) x += speed; if (s&KeyState.K_TRG1) fireShot(); if (x - width< 0) x = width; else if (x > Nemesis.W) x = Nemesis.W; if (y - height/2 < 0) y = height/2; else if (y + height/2 > Nemesis.H) y = Nemesis.H - height/2; mMovBuf.push(x, y); } public function tick():void { if (mMultiples) { var len:int = mMultiples.length; for (var i:int = 0;i < len;i++) { mMultiples[i].x = mMovBuf.getX((i+1)*8) - 10; mMultiples[i].y = mMovBuf.getY((i+1)*8); } for each(var m:Ship in mMultiples) m.tick(); } mCount++; } public function fireShot():void { if (!(mCount%5)) { var bullet:Bullet = new Bullet(); bullet.x = x; bullet.y = y; parent.addChild(bullet); } if (mMultiples) { for each(var m:Ship in mMultiples) m.fireShot(); } } } class Multiple extends Ship { import flash.geom.Matrix; public static const GRAD_COLORS:Array = [0xffba33, 0xaa0000]; public static const GRAD_ALPHAS:Array = [1, 1]; public static const GRAD_RATIOS:Array = [100, 255]; private var mGradTrans:Matrix = new Matrix(); function Multiple() { super(0); } public override function draw():void { var g:Graphics = graphics; var r:Number = Math.sin(mCount*0.9)*0.7 + 9; mGradTrans.createGradientBox(r*2, r*1.8,0 , -r*1.1, -r*0.9); g.clear(); g.beginGradientFill(GradientType.RADIAL, GRAD_COLORS, GRAD_ALPHAS, GRAD_RATIOS, mGradTrans); g.drawEllipse(-r, -r*0.8, r*2, r*1.6); g.endFill(); } } class PositionRingBuffer { private var xs:Array; private var ys:Array; private var length:uint; private var pos:int = 0; function PositionRingBuffer(len:uint) { length = len; xs = new Array(len); ys = new Array(len); } public function push(x:int, y:int, chk:Boolean = true):void { var i:int = (pos + length - 1) % length; if (chk) { if (xs[i] == x && ys[i] == y) return; } xs[pos] = x; ys[pos] = y; pos = ++pos % length; } public function getX(i:int):int { i = (pos - i + length) % length; return xs[i]; } public function getY(i:int):int { i = (pos - i + length) % length; return ys[i]; } } class Bullet extends Sprite { public var color:uint; public var size:uint; public var speed:uint; function Bullet(color:uint = 0xeeddaa, size:uint = 3, speed:uint = 20) { this.color = color; this.size = size; this.speed = speed; this.graphics.beginFill(color); this.graphics.drawEllipse(-size, -size/2, size*1.8, size); this.graphics.drawCircle(-size*1.3, 0, size/2); this.graphics.drawCircle(-size*1.8, 0, size/3); this.graphics.endFill(); addEventListener(Event.ENTER_FRAME, updateHandler); } private function updateHandler(e:Event):void { this.x += speed; if (this.x + size / 2 > Nemesis.W) { this.parent.removeChild(this); removeEventListener(Event.ENTER_FRAME, updateHandler); } } } class MountainGen { private var mPrevBuffer:Array; private var mHeight:int; private var mCount:int = 0; private var tmpBuffer:Array; private var mGenFunc:Function; private var mDark:Boolean; function MountainGen(h:int, generator:int = 0, dark:Boolean = false) { mDark = dark; mHeight = h; mGenFunc = generator ? genWav2 : genWav; mPrevBuffer = new Array(h); tmpBuffer = new Array(h); } public function draw(b:BitmapData, x:int, y:int, rev:Boolean = true):void { var i:int; for (i = 0;i < mHeight;i++) { if (tmpBuffer[i]) { var c:int = tmpBuffer[i]; b.setPixel32(x, rev ? (y+mHeight-i) : (y+i), makeColor(c)); } } } private function makeColor(c:int):uint { if (mDark) return 0xff000000 | (c/7+5) | ((c/7 + 80)<<16) | ((c/6+50) << 8); return 0xff000000 | (c/3+11) | ((c/5 + 170)<<16) | ((c/2+60) << 8); } public function step():void { var t:Number = Number(mCount) * 0.02; var h:int = mGenFunc(t) * mHeight; var i:int, k:int, m:int; for (i = 0;i < mHeight;i++) { mPrevBuffer[i] = tmpBuffer[i]; } for (i = 0;i < mHeight;i++) { tmpBuffer[i] = (i < h) ? (Math.random()*80 + 80) : 0; if (tmpBuffer[i]) { if (mPrevBuffer[i]) tmpBuffer[i] = (tmpBuffer[i] + mPrevBuffer[i]*7)/8; if (mPrevBuffer[i] == 0 || i == (h-1)) { m = 50; for (k = i;k >= 0 && m > 0;k--, m-=4) { if (m > 33) m--; tmpBuffer[k] += m; m += Math.random()*7; } } if (mPrevBuffer[i+1] && i == (h-1)) { m = -48; for (k = i;k >= 0 && m < 0;k--, m++) { tmpBuffer[k] += m; if (tmpBuffer[k]<1) tmpBuffer[k] = 1; } } } } for (i = 0;i < mHeight;i++) tmpBuffer[i] = (tmpBuffer[i] < 0) ? 0 : (tmpBuffer[i] > 255) ? 255 : tmpBuffer[i]; mCount++; } private static function genWav(t:Number, nest:int = 0):Number { var v:Number = Math.sin(t); v += Math.sin(t*3) * 0.1; v += Math.cos(0.1 + t*10) * 0.02; v *= Math.sin(t*0.1); if (nest < 5) v += genWav2(t*2.0, 1+nest)*0.5; v = v*0.2 + 0.22; return (v<0) ? 0 : (v>1) ? 1 : v; } private static function genWav2(t:Number, nest:int = 0):Number { var v:Number = Math.sin(t); v += Math.cos(t*3) * 0.1; v += Math.cos(0.1 + t*9) * 0.02; v *= Math.cos(0.2 + t*0.15); if (nest < 5) v += genWav2(t*2.0, 1+nest)*0.5; v = v*0.2 + 0.23; return (v<0) ? 0 : (v>1) ? 1 : v; } } class StarBG extends Sprite { private var mWidth:int; private var mHeight:int; private var mStars:Array; private var mStarVs:Array; private var mN:int; function StarBG(w:int, h:int, n:int) { mWidth = w; mHeight = h; mN = n; mStars = new Array(n); mStarVs = new Array(n); for (var i:int = 0;i < n;i++) { mStars[i] = new Point(int( Math.random()*w ), int( Math.random()*h )); mStarVs[i] = Math.random() + 0.2; } } public function tick():void { var n:int = mN; for (var i:int = 0;i < n;i++) { mStars[i].x -= Number(mStarVs[i]); if (mStars[i].x < 0) { mStars[i].x += mWidth; mStars[i].y = int( Math.random()*mHeight ); } } } public function draw():void { var g:Graphics = graphics; var n:int = mN; g.clear(); for (var i:int = 0;i < n;i++) { g.beginFill(0xffffff); g.drawCircle( mStars[i].x, mStars[i].y , 0.4); } } } forked from: マルチポー forked from: ゲームっぽくしてみた