// forked from Event's Button /* 九月のJAMの課題 「思わず押したくなるボタンをつくってください」に挑戦。 すね毛ぼたん&美脚ボタン(Button Man & Button Woman) 動くボタンがいいなと思ったので、 とりあえず、すね毛の生えたボタンに走ってもらいました。 */ package { import flash.events.Event; import flash.display.*; import flash.net.navigateToURL; import flash.utils.escapeMultiByte; import flash.net.URLRequest; import caurina.transitions.Tweener; import net.hires.debug.Stats; import com.bit101.components.*; [SWF(width="465", height="465", backgroundColor="0x000000", frameRate="40")] public class Game extends Sprite { private var loaders:Vector.<Loader>; private var data:Data = new Data(); private var room:Room; private var text:Label; private var count:int = 0; private var woman:int = 0; private var man:int = 0; public function Game() { //マップデータの作成 //o:何もなし var o:Array = [], a:Array = [ ["plate"] ], b:Array = [ ["wall"] ], m:Array = [ ["man"] ], w:Array = [ ["woman"] ]; data.stageMap[0] = [ [ o , o , o , o , o , o , o , o , o , o , o , o , o , o , o ], [ o , o , o , o , o , o , o , o , o , o , o , o , o , o , o ], [ o , o , o , o , o , o , o , o , o , o , o , o , o , o , o ], [ o , o , o , o , o , o , o , o , o , o , o , o , o , o , o ], [ o , o , o , o , o , o , o , o , b , a , a , a , b , o , o ], [ o , o , o , o , o , o , o , o , o , o , o , o , o , o , o ], [ o , o , o , o , o , o , o , o , o , o , o , o , o , o , o ], [ o , o , o , o , o , o , o , o , o , o , o , o , o , o , o ], [ o , o , o , o , o , o , o , o , o , o , o , o , o , o , o ], [ o , o , o , o , o , o , o , o , o , o , o , o , o , o , o ], [ o , o , o , o , o , o , o , o , o , o , o , o , o , o , o ], [ o , o , o , o , o , o , o , o , o , o , o , o , o , o , o ], [ o , o , o , o , o , o , o , o , o , o , o , o , o , o , o ], [ o , o , o , o , o , o , o , o , o , o , o , o , o , o , o ], [ b , a , a , a , a , a , a , a , a , a , a , a , a , a , b ] ]; loaders = data.load(); var nowload:NowLoading = new NowLoading(stage,init); for each(var loader:Loader in loaders){ nowload.addLoader(loader); } } private function init():void{ Tweener.addTween(stage.getChildAt(1),{alpha:0,time:0,onComplete:function():void{stage.removeChildAt(1)} }); text = new Label(this); text.scaleX = text.scaleY = 3; text.y = 420; textUpdate(); room = new Room(data); room.scaleX = room.scaleY = 1; addChild( room ); alpha=0; Tweener.addTween(this,{delay:0,alpha:1,time:0} ); //ボタンを配置======================================= var button:GameObject = Data.setObject( room, 10, 0, "man", "", "ADD BUTTON"); button.addEventListener( "push", addButton ); } private function textUpdate():void{ text.text = "buttonMan:" + man + " buttonWoman:" + woman } private function addButton(e:Event):void{ if(count++ % 2 == 0){ var button:GameObject = Data.setObject( room, 1, 1, "man", ""); button.addEventListener( "push", function btn1():void{man++;textUpdate();} ); }else{ button = Data.setObject( room, 1, 1, "woman", ""); button.addEventListener( "push", function btn2():void{woman++;textUpdate();} ); } if(count == 10){e.target.textField.text = "NO MORE BUTTON"; e.target.ability.usable = false} } } } import flash.utils.ByteArray; import flash.system.LoaderContext; import flash.geom.*; import flash.display.*; import flash.text.TextField; import flash.events.*; import flash.net.*; import caurina.transitions.*; //オブジェクト作成はデータのロード後に行う。 class Room extends Sprite { //イメージの場所を記録した配列 private var imgArray:Array; public var mapWidth:int,mapHeight:int; public var objects:Vector.<GameObject> = new Vector.<GameObject>; public var focus:GameObject; public var hummer:Hummer; private var data:Data; private var stageNum:int = 0 //現在のステージ番号 public var stop:int; //設定されている時間だけ一時停止 public var count:int; private var bitmap:Bitmap; private var backmapData:BitmapData; public function Room(d:Data) { bitmap=new Bitmap( new BitmapData(1,1,true) ); addChild(bitmap); data = d; readData(data.stageMap[0]); addEventListener("addedToStage",init); } private function init(e:Event):void{ removeEventListener("addedToStage",init); hummer = new Hummer(data); addChild( hummer ); addEventListener("enterFrame", onFrame ); stage.addEventListener("mouseMove", mouseMove ); stage.addEventListener("mouseDown", mouseDown ); stage.addEventListener("mouseUp", mouseUp ); } public function readData(arr:Array):void { objects = new Vector.<GameObject>; focus = null; mapWidth=arr[0].length+2; mapHeight=arr.length+2; bitmap.bitmapData = new BitmapData(mapWidth * Data.cellWidth, mapHeight * Data.cellHeight, true, 0x0); backmapData = new BitmapData(mapWidth * Data.cellWidth, mapHeight * Data.cellHeight, true, 0x0); for(var i:int=0;i<mapHeight;i++){ for(var j:int=0;j<mapWidth;j++){ if( i<mapHeight-1 && i>0 && j<mapWidth-1 && j>0 ){ var obj:Array = arr[i-1][j-1]; for(var k:int=0;k<obj.length;k++){ var name:String = obj[k][0]; var param:String = obj[k][1]; if(param == null){ param = "" } Data.setObject( this, j, i, name, param); } } } } } public function check(x:int,y:int,type:String = ""):Vector.<GameObject>{ var vec:Vector.<GameObject> = new Vector.<GameObject>() for each( var obj:GameObject in objects ){ if(obj.mapX == x && obj.mapY == y && ( (obj.ability[type] != null && obj.ability[type] == true) || type == "" )){ vec.push(obj) } } return vec; } private function onFrame(e:Event = null):void { if (stop > 0) { stop--; }else{ count++; hummer.frame(); bitmap.bitmapData.lock(); bitmap.bitmapData.fillRect(bitmap.bitmapData.rect,0x00000000); bitmap.bitmapData.draw(backmapData); for each( var o:GameObject in objects){ if(o.tween.length > 0){ o.move() } if(o.tween.length == 0 && o.frame != null ){ o.frame(o) } if( o.anim != null ){ o.animation() } data.draw(bitmap.bitmapData, o.type, o.state, o.x, o.y, o.dir!=o.rev ); if( o.textField != null){o.textField.x = o.x-o.textField.width/2+13;o.textField.y = o.y-22+((count>>4)% 2)} if( hummer.down == true && o.ability["hit"] != null ){ if( hummer.hitTestPoint( (o.x * scaleX) + x, (o.y * scaleY) + y - Data.cellHeight, false ) || hummer.hitTestPoint( (o.x * scaleX) + x + Data.cellWidth, (o.y * scaleY) + y - Data.cellHeight, false ) ){ o.hit(o) } } } if(focus != null){ x = -focus.x * scaleX + (-Data.cellWidth + stage.stageWidth)/2; y = -focus.y * scaleY + (-Data.cellHeight + stage.stageHeight)/2; } bitmap.bitmapData.unlock(); } } private function mouseDown(e:Event):void{ hummer.action = true; Tweener.addTween(hummer,{ y:hummer.y-60, rotation:320, time:0.5}); } private function mouseUp(e:Event):void{ hummer.down = true; Tweener.addTween(hummer,{ y:hummer.y+80, rotation:90, time:0.1, transition:"easeInQuad", onComplete:hummer.end}); } private function mouseMove(e:Event):void{ hummer.move(mouseX, mouseY); } } //マップに配置するオブジェクト class GameObject extends EventDispatcher { public var objectName:String = "null" //オブジェクト名 public var depth:int = 0; //深度 public var anim:Object; //アニメーションに関するデータ public var dir:Boolean = true; //向き public var rev:Boolean = false; //画像反転 public var textField:TextField; //オブジェクトの性質を表す。 public var ability:Object = {}; public var frame:Function; //毎フレーム呼び出される:void public var key:Function; //キーボード操作で呼び出される(e:Event):void public var damage:Function; //食べられたとき呼び出される。:void public var hit:Function; //叩かれたとき呼び出される。:void public var open:Function; //なかに入ろうとしたとき呼び出される。:Boolean public var kick:Function; //蹴られたとき呼び出される。(dirX):Boolean public var react:Function; //(戻り値:String) public var pick:Function; //拾われたとき呼び出される:void public var param:String; //マップ作成時に設定したパラメータ public var name:String; //オブジェクトの名前 public var room:Room; //配置された部屋 public var x:Number,y:Number; public var mapX:int,mapY:int; public var state:String; //画像の状態 public var type:String; //使用する画像のタイプ public var count:int = 0; public var wait:int = 0; public var animState:String;//現在選択されているアニメーション //tween? public var tweenFrame:Vector.<int> = new Vector.<int>(); public var tween:Vector.<Object> = new Vector.<Object>(); //アニメーション時に呼び出される public function animation():void{ if(anim[animState]!=null){ var data:Array = anim[animState]; //配列から現在のカウントと一致するものを取り出す。 data = data.filter(function(d:*, i:int, a:Array):Boolean{return d[0]==this.count},this); for each(var act:Array in data){ switch(act[1]){ case "goto": count = act[2];break; case "action": animState = act[2]; count = -1; break; default: state = act[1]; if( act[2] != null && act[2] == true){rev = true} else{rev = false} } } count++; } } public function action(state:String,count:int=0):void{ animState = state; this.count = count; } public function addTween( o:Object, frame:int = 1, delay:int = 0):void{ tween.push(o); tweenFrame.push(frame); }; public function removeTween():void{ tween.splice(0,tween.length); }; public function move():void{ for(var str:String in tween[0]){ this[str] = ( this[str]* (tweenFrame[0]-1) + tween[0][str] ) / tweenFrame[0]; } tweenFrame[0]--; if( tweenFrame[0] == 0){ tween.shift(); tweenFrame.shift(); } } } //button man に関するデータ用クラス class ButtonMan{ static public const name:String = "ボタンマン"; static public const info:String = "走るボタン"; static public const anim:Object = { "down":[[0,"d0"],[52,"d1"],[58,"d2"],[64,"d3"],[67,"j"],[70,"action","walk2"]], "stop":[[0,"d0"]], "fall":[[0,"w0"],[1,"w1"],[2,"n"],[3,"w2"],[4,"w3"],[5,"w2"],[6,"n"],[7,"w1"]], "walk1":[[0,"w1"],[4,"w0"],[8,"w1"],[12,"n"]], "walk2":[[0,"w2"],[4,"w3"],[8,"w2"],[12,"n"]] } static public function frame(man:GameObject):void{ if( man.room.check( man.mapX, man.mapY+1, "stand" ).length == 0 ){ man.addTween( {y:man.y + Data.cellWidth }, 8 ); man.action("fall"); man.mapY ++; }else{ if(man.ability.usable){ if( man.wait < 0 ){ var dirX:int = man.dir ? -1:1; if( man.room.check( man.mapX + dirX, man.mapY, "block" ).length == 0 && man.room.check( man.mapX + dirX, man.mapY+1, "stand" ).length > 0 ){ man.addTween( {x:man.x + Data.cellWidth * dirX}, 16 ); man.mapX += dirX ; }else{ man.dir = (man.dir == false); man.addTween( {}, 16 ); } if( man.animState == "walk1" ){ man.action("walk2"); } else{ man.action("walk1"); } if( man.textField != null ){ man.textField.visible = true } }else{ if( man.textField != null ){ man.textField.visible = false } } }else{ man.action("stop"); } } man.wait--; } static public function hit(man:GameObject):void{ if( man.wait < 0 && man.ability.usable){ if( man.room.check( man.mapX, man.mapY+1, "stand" ).length == 0 ){ var c:int = 0; while( man.room.check( man.mapX, man.mapY+1, "stand" ).length == 0 && man.room.mapHeight > man.mapY){ man.mapY++; c++; } man.removeTween(); man.addTween( {y:man.mapY * Data.cellWidth }, c*2 ); } man.action("down",-1); man.wait = 60; Sound.se(0); man.dispatchEvent( new Event("push") ); } } } class Hummer extends Sprite{ public var action:Boolean = false; public var down:Boolean = false; private var tx:int = 200,ty:int = 200, dir:Number = 0; function Hummer(data:Data){ var b:BitmapData = new BitmapData( Data.cellWidth, Data.cellHeight, true, 0 ); data.draw(b,"hummer","hummer",0,0,true) var map:Bitmap = new Bitmap( b ); map.x = -Data.cellWidth/2; map.y = -Data.cellHeight/2; addChild( map ) } public function move(x:int,y:int):void{ this.tx = x; this.ty = y; } public function frame():void{ if( action == false ){ this.x = (tx + x*3)>>2; this.y = (ty + y*3)>>2; } } public function end():void{ action = false; down = false Sound.se(1); } } //ゲームデータ用クラス class Data{ static public const keyString:Object = {37:"←",38:"↑",39:"→",40:"↓",88:"x",90:"z"} static public const URL:Object = { "buttonMan":"http://assets.wonderfl.net/images/related_images/1/16/16e0/16e073987af19fb15e61fd1a7ae2cd94439b69fb", "buttonWoman":"http://assets.wonderfl.net/images/related_images/7/7b/7bb6/7bb66e3f61466228418b2c696bd8f27085cfc42a", "hummer":"http://assets.wonderfl.net/images/related_images/e/e7/e70e/e70ef560808a9b3096bc62c54604ab6b1d127b18", "object":"http://assets.wonderfl.net/images/related_images/1/1b/1b39/1b39ef89632ff13eb7bf50798762d61ac59ecf9e" } static public const URL_NAME:Array=["buttonMan","buttonWoman","hummer","object"]; static public const IMG_NAME:Object = { "buttonMan":["w0","w1","w2","w3","d0" ,"d1","d2","d3","j","n"], "buttonWoman":["w0","w1","w2","w3","d0" ,"d1","d2","d3","j","n"], "hummer":["n","b","hummer"], "object":["plate","wall"] } static public const OBJECT:Object = { "man":[["depth",0],["type","buttonMan"],["hit",ButtonMan.hit],["frame",ButtonMan.frame],["anim",ButtonMan.anim],["animState","walk1"],["ability",{usable:true,block:true,hit:true}]], "woman":[["depth",0],["type","buttonWoman"],["hit",ButtonMan.hit],["frame",ButtonMan.frame],["anim",ButtonMan.anim],["animState","walk1"],["ability",{usable:true,block:true,hit:true}]], "wall":[["depth",5],["type","object"],["state","wall"],["ability",{block:true,stand:true}]], "plate":[["depth",5],["type","object"],["state","plate"],["ability",{stand:true}]], "trans":[["depth",5],["type","hummer"],["state","n"]] } //テキストフィールド static private const TF1:Array = [ ["autoSize","left"],["selectable",false],["alpha",1] ]; static private const FR1:Array = [ ["align","center"],["font","_sans"],["bold",true],["size",20],["color",0xFF6666] ]; public var stageMap:Array = []; static public const cellWidth:int=27,cellHeight:int=27; //各オブジェクトに使うビットマップデータの設定 public var MAP_SET:Object = { "buttonMan":"buttonMan", "buttonWoman":"buttonWoman", "hummer":"hummer", "object":"object" } //ビットマップを記録したオブジェクト。ロード後に使用可能 public var imageMap:Object = {}; public var imageCell:Object = {}; public var imageRect:Object = {}; private var loaders:Vector.<Loader> = new Vector.<Loader>(); //画像をロード。ローダーの配列を作る。 public function load():Vector.<Loader>{ for each(var url:String in URL){ var loader:Loader = new Loader(); loaders.push(loader); } loaders[0].load(new URLRequest(URL[URL_NAME[0]]), new LoaderContext(true)); loaders[0].contentLoaderInfo.addEventListener("complete",onLoad,false,1000); return loaders; } //bitmapdataに画像を描画する public function draw(target:BitmapData,type:String,name:String,x:int=0,y:int=0,dir:Boolean=true):void{ var map:String = MAP_SET[type]; var mtr:Matrix = new Matrix(-1,0,0,1,x+cellWidth,y) if (dir) { mtr.a = 1, mtr.tx = x } if(-1 < IMG_NAME[type].indexOf(name)){ target.draw( imageCell[map][ IMG_NAME[type].indexOf(name) ],mtr) } } //指定した条件で部屋に物体を設置する。 static public function setObject(room:Room, x:int,y:int,name:String,param:String,text:String=null):GameObject{ if(name != null && OBJECT[name] != null){ var arr:Array = clone( OBJECT[name] ); var gObj:GameObject = new GameObject(); for each(var data:Array in arr){ gObj[data[0]] = data[1]; } gObj.room=room; gObj.param=param; gObj.objectName=name; gObj.mapX=x; gObj.x=x*cellWidth; gObj.mapY=y; gObj.y=y*cellHeight; if(text != null){ gObj.textField = TFUtil.textField(TF1,FR1); gObj.textField.text = text; alpha1(gObj.textField); room.addChildAt(gObj.textField,0); } //深度が低い順に並べる for(var i:int=0;i<room.objects.length;i++){ if( room.objects[i].depth < gObj.depth ){break;} } room.objects.splice(i,0, gObj); } return gObj; } //指定した条件で部屋に物体を移動する。 static public function jumpObject(room:Room, x:int, y:int, gObj:GameObject):void { gObj.room=room; gObj.mapX=x; gObj.x=x*cellWidth; gObj.mapY=y; gObj.y=y*cellHeight; //深度が低い順に並べる for(var i:int=0;i<room.objects.length;i++){ if( room.objects[i].depth < gObj.depth ){break;} } room.objects.splice(i,0, gObj ); } static private var loadNum:int = 0; private function onLoad(e:Event):void{ e.currentTarget.removeEventListener("complete",onLoad); var rect:Rectangle = e.currentTarget.content.getRect(e.currentTarget.content); imageMap[URL_NAME[loadNum]]=new BitmapData(rect.width,rect.height,true,0x000000); imageMap[URL_NAME[loadNum]].draw( e.currentTarget.content ); imageMap[URL_NAME[loadNum]].lock(); setImageRect(URL_NAME[loadNum]); loadNum++; if(URL_NAME.length>loadNum){ loaders[loadNum].load(new URLRequest(URL[URL_NAME[loadNum]]), new LoaderContext(true)); loaders[loadNum].contentLoaderInfo.addEventListener("complete",onLoad,false,1000); } } private function setImageRect(name:String):void{ imageCell[name] = []; var map:BitmapData = imageMap[name]; var lineColor:uint = map.getPixel32(map.width-1,map.height-1); var x:int = 0; var y:int=0; var height:int=0; var width:int=0; var count:int=0; while(true){ width=0;height=0; if(lineColor != map.getPixel32(x,y) ){ for(var i:int=1;i+x<map.width;i++){ if( lineColor == map.getPixel32(x+i,y) ){break;} } width=i; for(var j:int=1;j+y<map.width;j++){ if( lineColor == map.getPixel32(x,y+j) ){break;} } height=j; var rect:Rectangle = new Rectangle(x,y,width,height); var rect2:Rectangle = new Rectangle(0,0,width,height); var cell:BitmapData = new BitmapData(rect.width,rect.height,true,0x0) cell.setVector( rect2,map.getVector( rect ) ); imageCell[name].push( cell ); } x+=width+1; if(x>=map.width){ y+=height+1;x=0; } if(y>=map.height){ break; } count++; } } } //ロード画面 class NowLoading extends Sprite{ static public const COMPLETE:String = "complete"; public var loaders:Vector.<Object> = new Vector.<Object>; public var bytesTotal:uint=0,bytesLoaded:uint=0; private var _loaderNum:uint=0,_completedNum:uint=0,_openNum:uint=0; //ローダーの数 private var text:Bitmap, sprite:ProgressSprite; private var onLoaded:Function; private var LETTER:Object = { "1":[[0,1,1],[0,0,1],[0,0,1],[0,0,1],[0,0,1]],"2":[[1,1,1],[0,0,1],[0,1,1],[1,0,0],[1,1,1]],"3":[[1,1,1],[0,0,1],[1,1,1],[0,0,1],[1,1,1]],"4":[[1,0,1],[1,0,1],[1,0,1],[1,1,1],[0,0,1]],"5":[[1,1,1],[1,0,0],[1,1,1],[0,0,1],[1,1,1]], "6":[[1,1,1],[1,0,0],[1,1,1],[1,0,1],[1,1,1]],"7":[[1,1,1],[0,0,1],[0,0,1],[0,0,1],[0,0,1]],"8":[[1,1,1],[1,0,1],[1,1,1],[1,0,1],[1,1,1]],"9":[[1,1,1],[1,0,1],[1,1,1],[0,0,1],[0,0,1]],"0":[[1,1,1],[1,0,1],[1,0,1],[1,0,1],[1,1,1]], ".":[[0],[0],[0],[0],[1]]," ":[[0],[0],[0],[0],[0]],"n":[[0,0,0],[0,0,0],[1,1,1],[1,0,1],[1,0,1]],"w":[[0,0,0,0,0],[0,0,0,0,0],[1,0,1,0,1],[1,0,1,0,1],[1,1,1,1,1]],"o":[[0,0,0],[0,0,0],[1,1,1],[1,0,1],[1,1,1]], "a":[[0,0,0],[0,0,1],[1,1,1],[1,0,1],[1,1,1]],"l":[[1],[1],[1],[1],[1]],"i":[[1],[0],[1],[1],[1]],"d":[[0,0,1],[0,0,1],[1,1,1],[1,0,1],[1,1,1]],"g":[[0,0,0],[0,0,0],[1,1,1],[1,0,1],[1,1,1],[0,0,1],[1,1,1]], "C":[[1,1,1],[1,0,0],[1,0,0],[1,0,0],[1,1,1]],"O":[[1,1,1],[1,0,1],[1,0,1],[1,0,1],[1,1,1]],"M":[[1,1,1,1,1],[1,0,1,0,1],[1,0,1,0,1],[1,0,1,0,1],[1,0,1,0,1]],"P":[[1,1,1],[1,0,1],[1,1,1],[1,0,0],[1,0,0]], "T":[[1,1,1],[0,1,0],[0,1,0],[0,1,0],[0,1,0]],"L":[[1,0,0],[1,0,0],[1,0,0],[1,0,0],[1,1,1]],"E":[[1,1,1],[1,0,0],[1,1,1],[1,0,0],[1,1,1]] } //ステージと関数を渡す public function NowLoading(stage:Stage, onLoaded:Function = null){ if(onLoaded == null){ this.onLoaded=nullFunc }else{ this.onLoaded=onLoaded } sprite = new ProgressSprite(stage.stageWidth,stage.stageHeight); text = new Bitmap( new BitmapData(30*4,8,true,0x00000000 ) ); stage.addChild(this); addChild(sprite); addChild(text); with(text){scaleX=scaleY=1; blendMode="invert"; x=stage.stageWidth-text.width; y=stage.stageHeight-text.height;} } //ローダーの追加 public function addLoader(loader:Loader):Loader{ setListener(loader.contentLoaderInfo);_loaderNum++;return loader;} public function addURLLoader(loader:URLLoader):URLLoader{setListener(loader); _loaderNum++; return loader;} private function nullFunc():void{} private function setListener(loader:*):void{ loader.addEventListener("open", onOpen); loader.addEventListener("complete", onComplete); loader.addEventListener("progress", update); } private function update(e:Event=null):void{ bytesLoaded=0; bytesTotal=0; for each(var loadObj:Object in loaders){ bytesLoaded += loadObj.bytesLoaded; bytesTotal += loadObj.bytesTotal; }; sprite.progress(bytesLoaded/bytesTotal * _openNum/_loaderNum); if(bytesTotal!=0){ setText( "now loading... "+(bytesLoaded/bytesTotal* _openNum/_loaderNum*100).toFixed(1) ); } } private function onOpen(e:Event):void{ _openNum++;loaders.push(e.currentTarget); bytesTotal+=e.currentTarget.bytesTotal; } private function onComplete(e:Event):void{ _completedNum++;if(_loaderNum == _completedNum){ setText( "COMPLETE" );onLoaded(); } } private function setText(str:String):void{ var b:BitmapData = text.bitmapData; var l:int = str.length; var position:int = b.width; b.lock();b.fillRect(b.rect,0x000000); for(var i:int=0;i<l;i++){ var letterData:Array = LETTER[str.substr(l-i-1,1)];position-=letterData[0].length+1; for(var n:int=0;n<letterData.length;n++){ for(var m:int=0;m<letterData[n].length;m++){ if(letterData[n][m]==1){b.setPixel32(m+position,n+1,0xFF000000);} } } } b.unlock(); } } //このスプライトを編集することでロード画面を変えることができる。 class ProgressSprite extends Sprite{ private var mapData:BitmapData,sphereData:BitmapData,noizeData:BitmapData; private var bfRate:Number=0; //前の段階での進行度 private var drawRate:Number=0; private var maxLevel:int = 5; private var meter:Array = new Array(); //コンストラクタ public function ProgressSprite(width:int,height:int):void{ mapData = new BitmapData(width,height,true,0x00000000); addChild(new Bitmap(mapData)).blendMode="invert"; for(var i:int=0;i<maxLevel;i++){ meter[i]=0; } addEventListener("enterFrame",onFrame); } //ロードが進行したときに呼び出される。 rateはロードの進行度で0-1 public function progress(rate:Number):void{ bfRate = rate; } private function draw(rate:Number, level:int=0):void{ var thick:int = mapData.height*(0.61803)/1.61803; var floor:int = 0; for(var i:int=1;i<level+1;i++){ thick*=(0.61803)/1.61803; floor+=thick; } mapData.fillRect( new Rectangle(0,mapData.height-floor,mapData.width*rate,thick), 0x1000000*int(0xFF*(maxLevel-level+1)/(maxLevel))); } private function onFrame(e:Event):void{ for(var i:int=0;i<maxLevel;i++){ var n:int = Math.pow(2,i+2); meter[i]=(bfRate+ meter[i]*(n-1))/n; draw(meter[i],i); } } } import flash.text.TextFormat; class TFUtil{ //行列に従ってパラメータを設定したTextFieldを返します。 static public function textField(arr:Array,format:Array=null):TextField{ var tf:TextField = new TextField(); if(format!=null){tf.defaultTextFormat = TFUtil.format(format);} for(var i:int=0;i<arr.length;i++){tf[arr[i][0]]=arr[i][1];} return tf; } //行列に従ってパラメータを設定したTextFormatを返します。 static public function format(arr:Array):TextFormat{ var f:TextFormat = new TextFormat(); for(var i:int=0;i<arr.length;i++){f[arr[i][0]]=arr[i][1];} return f; } //行列に従ってパラメータをobjに設定します。 static public function push(obj:Object,arr:Array):void{ for(var i:int=0;i<arr.length;i++){obj[arr[i][0]]=arr[i][1];} } } //SiON import org.si.sion.*; import org.si.sound.*; class MyDriver extends SiONDriver { //public var dm:DrumMachine = new DrumMachine(0, 0, 0, 1, 1, 1); public var fill:SiONData; function MyDriver():void{ super(); volume = 2.0 //dm.volume = 0.1 setVoice(0, new SiONVoice(5,2,63,63,-10,0,2,20)); fill = compile("#A=c&ccrccrc&cccrc&c&c&c;#B=<c&c>bragrf&fedrc&c&c&c;#C=<c&c>bragra&ab<crc&c&c&c>;%1@8,l16B;#D=rrrrrrrrrrrrcerg;#E=<c>bagfedcfedrc&c&c&c;#F=cdefgab<c>fgar<c&c&c&c>;"); setSamplerData(0, render("%3@4 v16 l24 c<<c")); setSamplerData(1, render("%2@3 v8 q1l60 c")); setSamplerData(2, render("%3@8 l12 <<<<<a0b0c0b0e0d0g")); setSamplerData(3, render("%3@4 l60 <<<<<c>c")); setSamplerData(4, render("%2@60 v2 l48 c<c")); setSamplerData(5, render("%3@0q0,c")); setSamplerData(6, render("%2@4, l24q0 <<c<<c>>c<<c>>")); play() ; } } class Sound{ static public var driver:MyDriver = new MyDriver(); static public function se(i:int,delay:int=0):void{ driver.playSound(i,0,delay); } static public function music(i:int=1):void{ switch(i) { } } } //配列の複製を返す import flash.utils.getQualifiedClassName; function clone(arg:*):*{ var cl:*; var name:String = getQualifiedClassName(arg); if( name == "Object" || name == "Array" || name == "Vector" ){ if( name == "Object" ){ cl = {}; } else if( name == "Array" ){ cl = []; } else if( name == "Vector" ){ cl = Vector([]); } for( var s:String in arg ){ cl[s] = clone( arg[s] ); } return cl; }else if( arg is Object && arg.hasOwnProperty("clone") && arg.clone is Function ){ return arg.clone(); } return arg; } //点滅用 function alpha1(d:DisplayObject):void{ Tweener.addTween(d,{ alpha:0.6, time:0.3, transition:"easeInOutQuad", onCompleteParams:[d], onComplete:alpha2}); } function alpha2(d:DisplayObject):void{ Tweener.addTween(d,{ alpha:0.8, time:0.3, transition:"easeInOutQuad", onCompleteParams:[d], onComplete:alpha1}); } すね毛ボタン&美脚ボタン