SUPER SPEED SNAKE CHASES CURSOR ABA forked:2favorite:8lines:946license : MIT License modified : 2013-01-03 13:43:13 Embed Tweet package { import flash.display.Sprite; [SWF(width="465", height="465", backgroundColor="0", frameRate="60")] public class Main extends Sprite { public function Main() { initializeFirst(this); } } } import flash.display.*; import flash.geom.*; import flash.filters.*; import flash.events.*; import flash.text.*; import flash.utils.getTimer; import org.si.sion.*; var main:Main; var bd:BitmapData; var blurBd:BitmapData; var baseSprite:Sprite = new Sprite; var backgroundColor:uint = 0; function initializeFirst(main:Main):void { this.main = main; screen = new Screen; bd = new BitmapData(screen.size.x, screen.size.y, true, 0); blurBd = new BitmapData(screen.size.x, screen.size.y, false, 0); baseSprite.addChild(new Bitmap(blurBd)); main.addChild(baseSprite); mouse = new Mouse; key = new Key; letter = new Letter; initialize(); if (DEBUG) beginGame(); else setScoreRecordViewer(); main.addEventListener(Event.ACTIVATE, onActivated); main.addEventListener(Event.DEACTIVATE, onDectivated); main.addEventListener(Event.ENTER_FRAME, updateFrame); } var fadeFilter:ColorMatrixFilter = new ColorMatrixFilter([ 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0.8, 0]); var blurFilter10:BlurFilter = new BlurFilter(10, 10); var blurFilter20:BlurFilter = new BlurFilter(20, 20); var zeroPoint:Point = new Point; function updateFrame(event:Event):void { bd.lock(); bd.fillRect(bd.rect, backgroundColor); updateGame(); bd.unlock(); blurBd.lock(); blurBd.applyFilter(blurBd, blurBd.rect, zeroPoint, fadeFilter); blurBd.copyPixels(bd, bd.rect, zeroPoint, null, null, true); blurBd.applyFilter(blurBd, blurBd.rect, zeroPoint, blurFilter20); blurBd.copyPixels(bd, bd.rect, zeroPoint, null, null, true); blurBd.applyFilter(blurBd, blurBd.rect, zeroPoint, blurFilter10); blurBd.copyPixels(bd, bd.rect, zeroPoint, null, null, true); blurBd.unlock(); } // ---- Math utils. ---- var sin:Function = Math.sin, cos:Function = Math.cos, atan2:Function = Math.atan2; var sqrt:Function = Math.sqrt, abs:Function = Math.abs; var PI:Number = Math.PI, PI2:Number = PI * 2, HPI:Number = PI / 2; function getLength(x:Number, y:Number):Number { return sqrt(x * x + y * y); } function clamp(v:Number, min:Number, max:Number):Number { if (v > max) return max; else if (v < min) return min; return v; } function normalizeAngle(v:Number):Number { var r:Number = v % PI2; if (r < -PI) r += PI2; else if (r > PI) r -= PI2; return r; } function aimAngle(angle:Number, targetAngle:Number, angleVel:Number):Number { var oa:Number = normalizeAngle(targetAngle - angle); var r:Number; if (oa > angleVel) r = angle + angleVel; else if (oa < -angleVel) r = angle - angleVel; else r = targetAngle; return normalizeAngle(r); } class Xy extends Vector3D { public function Xy(x:Number = 0, y:Number = 0) { super(x, y); } public function distance(pos:Xy):Number { return getLength(pos.x - x, pos.y - y); } public function angle(pos:Xy):Number { return atan2(pos.x - x, pos.y - y); } public function addAngle(angle:Number, speed:Number):void { x += sin(angle) * speed; y += cos(angle) * speed; } public function rotate(angle:Number):void { var px:Number = x; x = -x * cos(angle) + y * sin(angle); y = px * sin(angle) + y * cos(angle); } public function set xy(v:Xy):void { x = v.x; y = v.y; } public function set v(v:Number):void { x = y = v; } public function get way():Number { return atan2(x, y); } } var random:Random = new Random; class Random { private var x:int, y:int, z:int, w:int; function Random(v:int = int.MIN_VALUE):void { var sv:int; if (v == int.MIN_VALUE) sv = getTimer(); else sv = v; x = sv = 1812433253 * (sv ^ (sv >> 30)); y = sv = 1812433253 * (sv ^ (sv >> 30)) + 1; z = sv = 1812433253 * (sv ^ (sv >> 30)) + 2; w = sv = 1812433253 * (sv ^ (sv >> 30)) + 3; } public function n(v:Number = 1, s:Number = 0):Number { return value * v + s; } public function i(v:int, s:int = 0):int { return n(v, s); } public function sx(v:Number = 1, s:Number = 0):Number { return n(v, s) * screen.size.x; } public function sy(v:Number = 1, s:Number = 0):Number { return n(v, s) * screen.size.y; } public function pm():int { return i(2) * 2 - 1; } public function pmn(v:Number = 1):Number { return random.n(v) * pm(); } private function get value():Number { var t:int = x ^ (x << 11); x = y; y = z; z = w; w = (w ^ (w >> 19)) ^ (t ^ (t >> 8)); return Number(w) / int.MAX_VALUE; } } class Actor { public var pos:Xy = new Xy; public var vel:Xy = new Xy; public var size:Xy = new Xy; public var angle:Number = 0, speed:Number = 0; public static function updateAll(s:*):void { for (var i:int = 0; i < s.length; i++) if (!s[i].update()) s.splice(i--, 1); } public static function checkHit(ca:*, s:*, callHit:Boolean = false):Boolean { var hf:Boolean = false; for each (var a:* in s) { if (ca == a) continue; if (abs(ca.pos.x - a.pos.x) < (ca.size.x + a.size.x) / 2 && abs(ca.pos.y - a.pos.y) < (ca.size.y + a.size.y) / 2) { if (callHit) a.hit(ca); hf = true; } } return hf; } } // ---- UI utils. ---- var mouse:Mouse; class Mouse { public var pos:Xy = new Xy; public var isPressing:Boolean; public function Mouse() { baseSprite.addEventListener(MouseEvent.MOUSE_MOVE, onMoved); baseSprite.addEventListener(MouseEvent.MOUSE_DOWN, onPressed); baseSprite.addEventListener(MouseEvent.MOUSE_UP, onReleased); baseSprite.addEventListener(Event.MOUSE_LEAVE, onReleased); } private function onMoved(e:MouseEvent):void { pos.x = e.stageX; pos.y = e.stageY; } private function onPressed(e:MouseEvent):void { isPressing = true; onMoved(e); } private function onReleased(e:Event):void { isPressing = false; } } var key:Key; class Key { public var s:Vector.<Boolean> = new Vector.<Boolean>(256); public function Key() { main.stage.addEventListener(KeyboardEvent.KEY_DOWN, onPressed); main.stage.addEventListener(KeyboardEvent.KEY_UP, onReleased); } private function onPressed(e:KeyboardEvent):void { s[e.keyCode] = true; } private function onReleased(e:KeyboardEvent):void { s[e.keyCode] = false; } public function get isWPressed():Boolean { return s[0x26] || s[0x57]; } public function get isAPressed():Boolean { return s[0x25] || s[0x41]; } public function get isSPressed():Boolean { return s[0x28] || s[0x53]; } public function get isDPressed():Boolean { return s[0x27] || s[0x44]; } private var stickXy:Xy = new Xy; public function get stick():Xy { stickXy.v = 0; if (isWPressed) stickXy.y -= 1; if (isAPressed) stickXy.x -= 1; if (isSPressed) stickXy.y += 1; if (isDPressed) stickXy.x += 1; if (stickXy.x != 0 && stickXy.y != 0) stickXy.scaleBy(0.7); return stickXy; } public function get isButtonPressed():Boolean { return isButton1Pressed || isButton2Pressed; } public function get isButton1Pressed():Boolean { return s[0x5a] || s[0xbe] || s[0x20]; } public function get isButton2Pressed():Boolean { return s[0x58] || s[0xbf]; } } var screen:Screen; class Screen { public var size:Xy; public var center:Xy; function Screen() { size = new Xy(main.stage.stageWidth, main.stage.stageHeight); center = new Xy(size.x / 2, size.y / 2); } public function isIn(p:Xy, spacing:Number = 0):Boolean { return (p.x >= -spacing && p.x <= size.x + spacing && p.y >= -spacing && p.y <= size.y + spacing); } } // ---- Graphics and sound utils. ---- var fRect:Rectangle = new Rectangle; function fillRect(x:int, y:int, width:int, height:int, color:uint):void { fRect.x = x - int(width / 2); fRect.y = y - int(height / 2); fRect.width = width; fRect.height = height; bd.fillRect(fRect, color); } class Color { private static const LEVEL:int = 5; private static const LEVEL_VALUE:int = 50; private static const MAX_VALUE:int = LEVEL * LEVEL_VALUE; public static var transparent:Color = new Color(-1); public static var black:Color = new Color(0, 0, 0); public static var red:Color = new Color(MAX_VALUE, 0, 0); public static var green:Color = new Color(0, MAX_VALUE, 0); public static var blue:Color = new Color(0, 0, MAX_VALUE); public static var yellow:Color = new Color(MAX_VALUE, MAX_VALUE, 0); public static var magenta:Color = new Color(MAX_VALUE, 0, MAX_VALUE); public static var cyan:Color = new Color(0, MAX_VALUE, MAX_VALUE); public static var white:Color = new Color(MAX_VALUE, MAX_VALUE, MAX_VALUE); public var r:int, g:int, b:int; public function Color(r:int = 0, g:int = 0, b:int = 0) { this.r = r; this.g = g; this.b = b; } public function get i():uint { return 0xff000000 + r * 0x10000 + g * 0x100 + b; } public function set rgb(c:Color):void { r = c.r; g = c.g; b = c.b; } private static var blinkColor:Color = new Color; public function get blink():Color { changeValueColor( blinkColor, random.i(128, -64), random.i(128, -64), random.i(128, -64)); return blinkColor; } public function get br():Color { return changeValue(LEVEL_VALUE, LEVEL_VALUE, LEVEL_VALUE); } public function get dr():Color { return changeValue(-LEVEL_VALUE, -LEVEL_VALUE, -LEVEL_VALUE); } public function get rz():Color { return changeValue(LEVEL_VALUE, -LEVEL_VALUE, -LEVEL_VALUE); } public function get gz():Color { return changeValue(-LEVEL_VALUE, LEVEL_VALUE, -LEVEL_VALUE); } public function get bz():Color { return changeValue(-LEVEL_VALUE, -LEVEL_VALUE, LEVEL_VALUE); } private function changeValue(rv:int, gv:int, bv:int):Color { var changedColor:Color = new Color; changeValueColor(changedColor, rv, gv, bv); return changedColor; } private function changeValueColor(color:Color, rv:int, gv:int, bv:int):void { color.rgb = this; color.r += rv; color.g += gv; color.b += bv; color.normalize(); } private function normalize():void { r = clamp(r, 0, MAX_VALUE); g = clamp(g, 0, MAX_VALUE); b = clamp(b, 0, MAX_VALUE); } } class DotShape { public static const BASE_SCALE:Number = 3; private static var rPos:Xy = new Xy; private static var rect:Rectangle = new Rectangle; private var dots:Vector.<OffsetColor> = new Vector.<OffsetColor>; private var color:Color = Color.transparent; private var colorSpot:Color = Color.transparent; private var spotThreshold:Number = 0.3; private var xAngleVel:Number = 0; private var yAngleVel:Number = 0; private var xyAngleVel:Number = 0; private var offset:Xy = new Xy; public function c(c:Color, cs:Color = null):DotShape { color = c; if (cs) colorSpot = cs; return this; } public function st(v:Number):DotShape { spotThreshold = v; return this; } public function sa(x:Number = 0, y:Number = 0, xy:Number = 0):DotShape { xAngleVel = x; yAngleVel = y; xyAngleVel = xy; return this; } public function o(x:Number = 0, y:Number = 0):DotShape { offset.x = x; offset.y = y; return this; } public function fr(width:int, height:int, isDrawingEdge:Boolean = false):DotShape { var ox:int = -width / 2, oy:int = -height / 2; for (var y:int = 0; y < height; y++) { for (var x:int = 0; x < width; x++) { if (!isDrawingEdge || x == 0 || x == width - 1 || y == 0 || y == height - 1) fd(x + ox, y + oy); } } return this; } public function fc(radius:Number, isDrawingEdge:Boolean = false):DotShape { var d:int = 3 - radius * 2; var y:int = radius; for (var x:int = 0; x <= y; x++) { if (isDrawingEdge) { setCircleDotsEdge(x, y); setCircleDotsEdge(y, x); } else { setCircleDots(x, y); setCircleDots(y, x); } if (d < 0) { d += 6 + x * 4; } else { d += 10 + x * 4 - y * 4; y--; } } return this; } public function fd(x:Number, y:Number):DotShape { var ca:Number = Math.cos(x * xAngleVel) * Math.cos(y * yAngleVel) * Math.cos((x + y) * xyAngleVel); var c:Color; if (Math.abs(ca) < spotThreshold) c = colorSpot; else c = color; if (c.r < 0) return this; var d:OffsetColor = new OffsetColor; d.offset.x = x + offset.x; d.offset.y = y + offset.y; d.color = c.i; dots.push(d); return this; } private function setCircleDots(x:int, y:int):void { setXLine(-x, x, y); setXLine(-x, x, -y); } private function setXLine(xb:int, xe:int, y:int):void { for (var x:int = xb; x <= xe; x++) fd(x, y); } private function setCircleDotsEdge(x:int, y:int):void { fd(-x, y); fd(x, y); fd(-x, -y); fd(x, -y); } public function draw( pos:Xy, angle:Number = 0, scale:Number = BASE_SCALE, rectScale:int = -1):void { if (rectScale > 0) rect.width = rect.height = rectScale; else rect.width = rect.height = scale; var o:int = scale / 2; for each (var d:OffsetColor in dots) { rPos.xy = d.offset; rPos.scaleBy(scale); if (angle != 0) rPos.rotate(angle); rect.x = int(pos.x + rPos.x) - o; rect.y = int(pos.y + rPos.y) - o; bd.fillRect(rect, d.color); } } } class OffsetColor { public var offset:Xy = new Xy; public var color:uint; } var letter:Letter; class Letter { private var shapes:Vector.<DotShape> = new Vector.<DotShape>; private var charToIndex:Vector.<int> = new Vector.<int>; function Letter() { const COUNT:int = 53; var patterns:Array = [ 0x4644AAA4, 0x6F2496E4, 0xF5646949, 0x167871F4, 0x2489F697, 0xE9669696, 0x79F99668, 0x91967979, 0x1F799976, 0x1171FF17, 0xF99ED196, 0xEE444E99, 0x53592544, 0xF9F11119, 0x9DDB9999, 0x79769996, 0x7ED99611, 0x861E9979, 0x994444E7, 0x46699699, 0x6996FD99, 0xF4469999, 0x2226F248, 0x44644466, 0xF0044E, 0x12448, 0x640444F0, 0x4049, 0x44040404, 0x4444, 0x5E40000A, 0x424F4244, 0x2F244E54, 0x4]; var d:int, lp:int, pIndex:int; for (var i:int = 0; i < COUNT; i++) { var shape:DotShape = new DotShape; shape.c(Color.white); for (var j:int = 0; j < 5; j++) { for (var k:int = 0; k < 4; k++) { if (--d <= 0) { lp = patterns[pIndex++]; d = 32; } if (lp & 1 > 0) shape.fd(k, j); lp >>= 1; } } shapes.push(shape); } var charCodes:Array = [ 91, 93, 43, 45, 47, 95, 33, 63, 46, 58, 124, 39, 34, 117, 114, 100, 108]; for (var c:int = 0; c < 128; c++) { var li:int = -1; if (c >= 48 && c < 58) { li = c - 48; } else if (c >= 65 && c <= 90) { li = c - 65 + 10; } else { var lic:int = 36; for each (var cc:int in charCodes) { if (cc == c) { li = lic; break; } lic++; } } charToIndex.push(li); } } private var tPos:Xy = new Xy; public function draw( text:String, x:Number, y:Number, isFromRight:Boolean = false, scale:Number = 2):void { tPos.x = x; if (isFromRight) tPos.x -= text.length * 10; else tPos.x -= text.length * 10 / 2; tPos.y = y; for (var i:int = 0; i < text.length; i++) { var c:int = text.charCodeAt(i); var li:int = charToIndex[c]; if (li >= 0) shapes[li].draw(tPos, 0, scale); tPos.x += 10; } } } class Message extends Actor { public static var s:Vector.<Message> = new Vector.<Message>; private static var shownMessages:Vector.<String> = new Vector.<String>; public static function addOnce( text:String, pos:Xy, vx:Number = 0, vy:Number = 0, ticks:int = 240):Message { if (shownMessages.indexOf(text) >= 0) return null; shownMessages.push(text); return add(text, pos, vx, vy, ticks); } public static function add( text:String, pos:Xy, vx:Number = 0, vy:Number = 0, ticks:int = 60):Message { var m:Message = new Message; m.text = text; m.pos.xy = pos; m.vel.x = vx / ticks; m.vel.y = vy / ticks; m.ticks = ticks; s.push(m); return m; } public var text:String, ticks:int; public function update():Boolean { pos.incrementBy(vel); letter.draw(text, pos.x, pos.y); return --ticks > 0; } } class Particle extends Actor { public static var s:Vector.<Particle> = new Vector.<Particle>; public static function add( pos:Xy, color:Color, size:Number, count:Number, speed:Number, ticks:Number = 60, angle:Number = 0, angleWidth:Number = Math.PI * 2):void { for (var i:int = 0; i < count; i++) { var pt:Particle = new Particle; pt.color = color; pt.targetSize = size; pt.pos.xy = pos; pt.vel.addAngle( angle + random.n(angleWidth / 2) * random.pm(), speed * random.n(1, 0.5)); pt.ticks = ticks * random.n(1, 0.5); s.push(pt); } } private var ticks:int; private var color:Color; private var scale:Number = 1; private var targetSize:Number; private var isExpand:Boolean = true; public function update():Boolean { pos.incrementBy(vel); vel.scaleBy(0.98); if (isExpand) { scale *= 1.5; if (scale > targetSize) isExpand = false; } else { scale *= 0.95; } fillRect(pos.x, pos.y, scale, scale, color.blink.i); return --ticks > 0; } } class Se { public static const MAJOR:int = 0; public static const MINOR:int = 1; public static const NOISE:int = 2; public static const NOISE_SCALE:int = 3; private static var tones:Array = [ ["c", "c+", "d", "d+", "e", "f", "f+", "g", "g+", "a", "a+", "b"], ["c", "d", "e", "g", "a"], ["c", "d-", "e-", "g-", "a-"]]; public static var s:Vector.<Se> = new Vector.<Se>; private static var driver:SiONDriver = new SiONDriver; private static var isStarting:Boolean; private var data:SiONData; private var isPlaying:Boolean; private var mml:String; private var type:int; private var tone:Number = 0; public function t(v:int):Se { type = v; if (!mml) mml = ""; else mml += ";"; var voices:Array = [1, 1, 9, 10]; mml += "%1@" + voices[v] + "l64"; return this; } public function m(step:Number, time:int, start:Number = -1):Se { if (start >= 0) tone = start; for (var i:int = 0; i < time; i++) { tone = clamp(tone, 0, 1); switch (type) { case MAJOR: case MINOR: var ti:int = tone * 40; var o:int = ti / 5 + 2; mml += "o" + o + tones[type + 1][ti % 5]; break; case NOISE: case NOISE_SCALE: ti = tone * 15; if (ti < 4) mml += "o5" + tones[0][3 - ti]; else mml += "o4" + tones[0][15 - ti]; break; } tone += step / time; } return this; } public function r(v:int = 1):Se { for (var i:int = 0; i < v; i++) mml += "r"; return this; } public function v(v:int = 16):Se { mml += "v" + v; return this; } public function c():Se { isStarting = false; data = driver.compile(mml); driver.volume = 0; driver.play(); s.push(this); return this; } public function play():void { if (!isInGame) return; isPlaying = true; } public function update():void { if (!isPlaying) return; if (!isStarting) { driver.volume = 0.9; isStarting = true; } driver.sequenceOn(data, null, 0, 0, 0); isPlaying = false; } } // ---- Game state controller. ---- var score:int, ticks:int; var isInGame:Boolean; var isPaused:Boolean; var wasClicked:Boolean, wasReleased:Boolean; var titleTicks:int; function beginGame():void { isInGame = true; score = 0; ticks = 0; closeScoreForms(); random = new Random; Particle.s = new Vector.<Particle>; initialize(); } function endGame():Boolean { if (!isInGame) return false; isInGame = false; wasClicked = wasReleased = false; ticks = 0; recordScore(score); setScoreRecordViewer(); titleTicks = 10; return true; } function updateGame():void { if (!isPaused) update(); Actor.updateAll(Particle.s); for each (var s:Se in Se.s) s.update(); letter.draw(String(score), screen.size.x, 2, true); ticks++; if (!isInGame) { letter.draw(TITLE1, screen.size.x * 0.8, screen.center.y - 32); letter.draw(TITLE2, screen.size.x * 0.8, screen.center.y - 20); letter.draw("CLICK", screen.size.x * 0.8, screen.center.y + 8); letter.draw("TO", screen.size.x * 0.8, screen.center.y + 20); letter.draw("START", screen.size.x * 0.8, screen.center.y + 32); if (mouse.isPressing) { if (wasReleased) wasClicked = true; } else { if (wasClicked) beginGame(); if (--titleTicks <= 0) wasReleased = true; } } if (isPaused) { letter.draw("PAUSED", screen.center.x, screen.center.y - 8); letter.draw("CLICK TO RESUME", screen.center.x, screen.center.y + 8); } Actor.updateAll(Message.s); } function onActivated(e:Event):void { isPaused = false; } function onDectivated(e:Event):void { if (isInGame) isPaused = true; } /* function setScoreRecordViewer():void { } function recordScore(s:int):void { } function closeScoreForms():void { } /*/ import net.wonderfl.score.basic.BasicScoreForm; import net.wonderfl.score.basic.BasicScoreRecordViewer; var scoreRecordViewer:BasicScoreRecordViewer; var scoreForm:BasicScoreForm; function setScoreRecordViewer():void { scoreRecordViewer = new BasicScoreRecordViewer(main, 5, 220, "SCORE RANKING", 50); } function recordScore(score:int):void { scoreForm = new BasicScoreForm(main, 5, 5, score); scoreForm.onCloseClick = function():void { closeScoreForms(); setScoreRecordViewer(); } } function closeScoreForms():void { if (scoreRecordViewer) { main.removeChild(scoreRecordViewer); scoreRecordViewer = null; } if (scoreForm) { main.removeChild(scoreForm); scoreForm = null; } } //*/ // ---- Game main logic. ---- const TITLE1:String = "SUPER SPEED SNAKE"; const TITLE2:String = "CHASES CURSOR"; const DEBUG:Boolean = false; const GRID_COUNT:int = 31, GRID_DOT:int = 15; function initialize():void { if (snake) snake.pos.v = GRID_COUNT / 2; grid = new Grid; snake = new Snake; cursor = new Cursor; } function update():void { grid.update(); snake.update(); if (isInGame) { cursor.update(); if (ticks == 0) { Message.addOnce("MOUSE: TURN", new Xy(200, 200)); Message.addOnce("GET ME!", grid.bonusPos); } } } var sPos:Xy = new Xy; function drawShape(shape:DotShape, x:int, y:int, angle:Number = 0):void { sPos.x = (x + 0.5) * GRID_DOT; sPos.y = (y + 0.5) * GRID_DOT; shape.draw(sPos, angle); } var grid:Grid; class Grid { public var s:Vector.<Vector.<int>> = new Vector.<Vector.<int>>; private var wallShape:DotShape = new DotShape(). c(Color.red.gz, Color.black).sa(0, HPI, 0.6).st(0.5).fr(5, 5); private var bonusShape:DotShape = new DotShape(). c(Color.yellow, Color.yellow.rz).sa(1, 1, 1).fr(3, 5).fr(5, 3); public var bonusPos:Xy = new Xy; function Grid() { for (var y:int = 0; y < GRID_COUNT; y++) { var l:Vector.<int> = new Vector.<int>; for (var x:int = 0; x < GRID_COUNT; x++) { if (x == 0 || x == GRID_COUNT - 1 || y == 0 || y == GRID_COUNT - 1) l.push(2); else l.push(0); } s.push(l); } for (var i:int = 0; i < 3; i++) addBonus(); } public function update():void { for (var x:int = 0; x < GRID_COUNT; x++) { for (var y:int = 0; y < GRID_COUNT; y++) { switch (s[x][y]) { case 1: drawShape(bonusShape, x, y); break; case 2: drawShape(wallShape, x, y); break; } } } } public function check(x:int, y:int, th:int = 2):Boolean { if (x < 0 || x >= GRID_COUNT || y < 0 || y >= GRID_COUNT) return true; return (s[x][y] >= th); } public function addBonus():void { var x:int, y:int; for (var i:int = 0; i < 50; i++) { x = random.i(GRID_COUNT - 2, 1); y = random.i(GRID_COUNT - 2, 1); if (!check(x, y, 1) && snake && abs(x - snake.pos.x) > 2 && abs(y - snake.pos.y) > 2) break; } i = GRID_COUNT * GRID_COUNT; while (check(x, y, 1) && --i > 0) { if (++x >= GRID_COUNT - 1) { x = 1; if (++y >= GRID_COUNT - 1) y = 1; } } if (!check(x, y, 1)) { s[x][y] = 1; bonusPos.x = x * GRID_DOT; bonusPos.y = y * GRID_DOT; } } } var snake:Snake; class Snake extends Actor { private static var headShape:DotShape = new DotShape(). c(Color.green, Color.green.rz).sa(0, 1, 2).fc(2). c(Color.yellow, Color.yellow.rz).sa(1, 1, 0).o(1, 3).fr(1, 2).o(-1, 3).fr(1, 2); private static var bodyShape:DotShape = new DotShape(). c(Color.green, Color.green.rz).sa(0, 1, 2).fc(2). c(Color.green.bz.bz).sa(0, 0, 0).o(0, 2).fr(3, 1); private static var curveSe:Se = new Se().t(Se.NOISE).m(-0.5, 3, 0.5).c(); private static var longSe:Se = new Se().t(Se.MINOR).m(0.3, 3, 0.2).r().m(0.3, 3, 0.4).c(); private static var bonusSe:Se = new Se().t(Se.MAJOR).m(-0.6, 4, 0.8).m(0.8, 8).c(); private static var dstSe:Se = new Se().t(Se.NOISE_SCALE).m(0.5, 3, 0.5).m(-1, 15).c(); public var way:int; private var poss:Vector.<Xy> = new Vector.<Xy>; private var ways:Vector.<int> = new Vector.<int>; private var moveTicks:int; private var addBodyTicks:int; function Snake() { pos.x = pos.y = int(GRID_COUNT / 2); way = 2; grid.s[pos.x][pos.y] = 3; for (var i:int = 0; i < 9; i++) { var p:Xy = new Xy(pos.x, int(GRID_COUNT / 2) + i); poss.push(p); ways.push(2); grid.s[p.x][p.y] = 3; } addBodyTicks = 300; } private static var wayVels:Array = [[0, 1], [1, 0], [0, -1], [ -1, 0]]; private static var tPos:Xy = new Xy, pPos:Xy = new Xy, sPos:Xy = new Xy; private static var pway:int, tway:int; private var addBodyCount:int; public function update():void { addBodyTicks--; if (isInGame && --moveTicks <= 0) { pPos.xy = pos; pway = way; pos.x += wayVels[way][0]; pos.y += wayVels[way][1]; sPos.xy = pos; sPos.scaleBy(GRID_DOT); if (grid.check(pos.x, pos.y)) { Particle.add(sPos, Color.yellow.rz.rz, 50, 50, 10); dstSe.play(); endGame(); } if (pos.x == cursor.pos.x && pos.y == cursor.pos.y) { way = cursor.nextWay; Particle.add(sPos, Color.green.bz.bz, 5, 10, 5, 30, way * HPI + PI, 0.5); curveSe.play(); } if (addBodyTicks <= 0) { addBodyCount++; addBodyTicks = 300; } for (var ox:int = -1; ox <= 1; ox++) { for (var oy:int = -1; oy <= 1; oy++) { if (isInGame && grid.s[pos.x + ox][pos.y + oy] == 1) { grid.s[pos.x + ox][pos.y + oy] = 0; grid.addBonus(); var s:int = 10 * (poss.length + 1); score += s; sPos.xy = pos; sPos.scaleBy(GRID_DOT); Message.add("+" + s, sPos, 0, -50); Particle.add(sPos, Color.yellow, 10, 30, 2); bonusSe.play(); addBodyCount++; } } } grid.s[pos.x][pos.y] = 3; for (var i:int = 0; i < poss.length; i++) { tPos.xy = poss[i]; poss[i].xy = pPos; pPos.xy = tPos; tway = ways[i]; ways[i] = pway; pway = tway; } if (addBodyCount > 0) { var abp:Xy = new Xy; abp.xy = pPos; poss.push(abp); ways.push(pway); longSe.play(); addBodyCount--; } else { grid.s[pPos.x][pPos.y] = 0; } moveTicks = 5.5 - sqrt(ticks * 0.002); if (moveTicks < 1) moveTicks = 1; } for (i = 0; i < poss.length; i++) { drawShape(bodyShape, poss[i].x, poss[i].y, ways[i] * HPI); } drawShape(headShape, pos.x, pos.y, way * HPI); } } var cursor:Cursor; class Cursor extends Actor { private static var wayStr:Array = ["d", "r", "u", "l"]; private static var wayVels:Array = [[0, 1], [1, 0], [0, -1], [ -1, 0]]; public var nextWay:int; public function update():void { if (snake.way % 2 == 0) { pos.x = snake.pos.x; pos.y = int(mouse.pos.y / GRID_DOT); if (snake.way == 0 && pos.y <= snake.pos.y) pos.y = snake.pos.y + 1; if (snake.way == 2 && pos.y >= snake.pos.y) pos.y = snake.pos.y - 1; if (int(mouse.pos.x / GRID_DOT) > snake.pos.x) nextWay = 1; else nextWay = 3; } else { pos.x = int(mouse.pos.x / GRID_DOT); pos.y = snake.pos.y; if (snake.way == 1 && pos.x <= snake.pos.x) pos.x = snake.pos.x + 1; if (snake.way == 3 && pos.x >= snake.pos.x) pos.x = snake.pos.x - 1; if (int(mouse.pos.y / GRID_DOT) > snake.pos.y) nextWay = 0; else nextWay = 2; } var wx:int, wy:int; var bx:int = -999, by:int = -999; var isReachCursor:Boolean; for (var w:int = 1; w >= -1; w -= 2) { isReachCursor = false; for (var i:int = 1; i < GRID_COUNT; i++) { wx = snake.pos.x + wayVels[snake.way][0] * i; wy = snake.pos.y + wayVels[snake.way][1] * i; if (wx == pos.x && wy == pos.y) isReachCursor = true; if (grid.check(wx, wy)) { if (bx >= 0) { pos.x = bx; pos.y = by; if (w == -1) nextWay = (nextWay + 2) % 4; w = -999; } break; } if (!grid.check(wx + wayVels[nextWay][0] * w, wy + wayVels[nextWay][1] * w)) { if (isReachCursor) { if (abs(bx - pos.x) + abs(by - pos.y) < abs(wx - pos.x) + abs(wy - pos.y)) { wx = bx; wy = by; } pos.x = wx; pos.y = wy; if (w == -1) nextWay = (nextWay + 2) % 4; w = -999; break; } else { bx = wx; by = wy; } } } } if (snake.way % 2 == 0) { fillRect(screen.center.x, (pos.y + 0.5) * GRID_DOT, screen.size.x, 3, Color.red.i); } else { fillRect((pos.x + 0.5) * GRID_DOT, screen.center.y, 3, screen.size.y, Color.red.i); } letter.draw(wayStr[nextWay], pos.x * GRID_DOT, pos.y * GRID_DOT, false, 5); } } Code Fullscreen Preview Fullscreen phack hacker_4z534.. savage69kr tjoen FLASHMAFIA smallwind191.. : game Albert : awesome hidrodixtion.. : awesomegame awesome game angle scale clamp Math.abs width Boolean type int.MIN_VALUE transparent copyPixels size data addEventListener incrementBy start backgroundColor fillRect applyFilter Math.atan2 ColorMatrixFilter sort new page view favorite forked pv168 forked from: SUPER SPEED SNAKE.. theomg forked:1 favorite:0lines:946 (diff:1) pv142 forked from: SUPER SPEED SNAKE.. seba_fb2010 forked:0 favorite:0lines:946 (diff:1)