某早苗さんの弾幕風 目コピ
東風谷早苗が最初に出現した時の弾幕風処理。
動きは多分あってると思う^q^
http://wonderfl.net/code/0985a71ecf289c27e0bec30c5a2ee9387cac6c2e
の角度計算部分をちょっと変えるとこうなります
表示レイヤーは考慮していないです。余計なパラメータもあるかと思いますw
クリックすると新たに作成します
/**
* Copyright okoi ( http://wonderfl.net/user/okoi )
* MIT License ( http://www.opensource.org/licenses/mit-license.php )
* Downloaded from: http://wonderfl.net/c/1V02
*/
//
// 東風谷早苗が最初に出現した時の弾幕風処理。
// 動きは多分あってると思う^q^
//
// http://wonderfl.net/code/0985a71ecf289c27e0bec30c5a2ee9387cac6c2e
// の角度計算部分をちょっと変えるとこうなります
//
// 表示レイヤーは考慮していないです。余計なパラメータもあるかと思いますw
// クリックすると新たに作成します
//
package
{
import flash.display.Sprite;
import flash.events.Event;
import flash.events.MouseEvent;
[SWF(backgroundColor = "0x000000", frameRate = "60")]
/**
*
* @author okoi
*/
public class Main extends Sprite
{
private var patternList:Array = new Array();
private var moveBullet:Array = new Array();
public function Main():void
{
if (stage) init();
else addEventListener(Event.ADDED_TO_STAGE, init);
}
private function init(e:Event = null):void
{
removeEventListener(Event.ADDED_TO_STAGE, init);
// entry point
MouseDown(null);
addEventListener(Event.ENTER_FRAME, EnterFrame );
stage.addEventListener(MouseEvent.MOUSE_DOWN, MouseDown);
}
private function EnterFrame(event:Event):void
{
var i:int = 0;
for ( i = 0; i < patternList.length; i++ )
{
var bullet:Bullet = patternList[i].Run();
if ( bullet != null )
{
addChild( bullet );
}
}
for ( i = patternList.length - 1; i >= 0; i-- )
{
if ( patternList[i].isEnd() )
{
// 待機リストから移動リストへ
for ( var j:int = 0; j < patternList[i].waitBullet.length; j++ )
{
patternList[i].waitBullet[j].StartSlide();
moveBullet.push( patternList[i].waitBullet[j] );
}
patternList.splice( i, 1 );
}
}
// 弾移動
if ( moveBullet.length > 0 )
{
for ( i = moveBullet.length - 1; i >= 0; i-- )
{
// スライド中な場合
if ( moveBullet[i].slideFlag )
{
moveBullet[i]._xx += Math.cos( moveBullet[i].slideAngle * Math.PI / 180 ) * moveBullet[i].slideSpeed;
moveBullet[i]._xy += Math.sin( moveBullet[i].slideAngle * Math.PI / 180 ) * moveBullet[i].slideSpeed;
moveBullet[i].x = moveBullet[i]._xx;
moveBullet[i].y = moveBullet[i]._xy;
if ( moveBullet[i].slideSpeed > 0 )
{
moveBullet[i].slideSpeed -= moveBullet[i].slideSpeedMax / 50;
if ( moveBullet[i].slideSpeed < 0 ) moveBullet[i].slideFlag = false;
}
}else
{
moveBullet[i]._xx += Math.cos( moveBullet[i].moveAngle * Math.PI / 180 ) * 1;
moveBullet[i]._xy += Math.sin( moveBullet[i].moveAngle * Math.PI / 180 ) * 1;
moveBullet[i].x = moveBullet[i]._xx;
moveBullet[i].y = moveBullet[i]._xy;
if ( moveBullet[i].x < -50 || moveBullet[i].x > stage.stageWidth + 50 || moveBullet[i].y < -50 || moveBullet[i].y > stage.stageHeight + 50 )
{
removeChild( moveBullet[i] );
moveBullet.splice( i, 1 );
}
}
}
}
}
private function MouseDown(event:MouseEvent):void
{
// 小さい☆
//patternList.push( new Pattern(stage.stageWidth / 2, stage.stageHeight / 2, false, 50, 0xFF5555, (270 + 72 * 0), 3 ) );
//patternList.push( new Pattern(stage.stageWidth / 2, stage.stageHeight / 2, false, 50, 0xFF5555, (270 + 72 * 1), 3 ) );
//patternList.push( new Pattern(stage.stageWidth / 2, stage.stageHeight / 2, false, 50, 0xFF5555, (270 + 72 * 2), 3 ) );
//patternList.push( new Pattern(stage.stageWidth / 2, stage.stageHeight / 2, false, 50, 0xFF5555, (270 + 72 * 3), 3 ) );
//patternList.push( new Pattern(stage.stageWidth / 2, stage.stageHeight / 2, false, 50, 0xFF5555, (270 + 72 * 4), 3 ) );
// 大きい☆
patternList.push( new Pattern(stage.stageWidth/2, stage.stageHeight/2, false, 100, 0x5555FF, (270 + 72 * 0), 5 ) );
patternList.push( new Pattern(stage.stageWidth/2, stage.stageHeight/2, false, 100, 0x5555FF, (270 + 72 * 1), 5 ) );
patternList.push( new Pattern(stage.stageWidth/2, stage.stageHeight/2, false, 100, 0x5555FF, (270 + 72 * 2), 5 ) );
patternList.push( new Pattern(stage.stageWidth/2, stage.stageHeight/2, false, 100, 0x5555FF, (270 + 72 * 3), 5 ) );
patternList.push( new Pattern(stage.stageWidth/2, stage.stageHeight/2, false, 100, 0x5555FF, (270 + 72 * 4), 5 ) );
}
}
}
//////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////
import flash.display.Sprite;
import flash.geom.Point;
//-----------------------------
// 弾幕パターンクラス
class Pattern {
private var reverse:Boolean = false; // 反転フラグ
private var starSize:Number = 150; // ☆サイズ
private var bulletColor:uint = 0x000000; // 発生させる弾の色
private var slideAngle:Number = 0; // 弾スライド時に使用
private var slideSpeed:Number = 0; // 弾スライド時に使用
private var end:Boolean = false;
private var count:int = 0;
private var defX:int = 0;
private var defY:int = 0;
private var target:Array = new Array();
private static const PATH_OBJ_NUM:int = 20; // 1辺に出す弾の数
private static const TARGET_NUM:int = 5;
private static const TARGET_ANGLE:Array = [ 270 + 72 * 3, 270 + 72 * 1, 270 + 72 * 4, 270 + 72 * 2, 270 ]; // パスの目標地点の角度
private static const TARGET_ANGLE2:Array = [ 270 + 72 * 2, 270 + 72 * 4, 270 + 72 * 1, 270 + 72 * 3, 270 ]; // パスの目標地点の角度
public var waitBullet:Array = new Array(); // 保持用バッファ
public function Pattern(
_gx:int = 0, _gy:int = 0,
_rev:Boolean = false,
_starSize:Number = 80,
_bulletColor:uint = 0x000000,
_slideAngle:Number = 0,
_slideSpeed:Number = 0
) {
count = 0;
defX = _gx;
defY = _gy;
reverse = _rev;
starSize = _starSize;
bulletColor = _bulletColor;
slideAngle = _slideAngle;
slideSpeed = _slideSpeed;
for ( var i:int = 0; i < 5; i++ )
{
var angle:Number = TARGET_ANGLE[i];
if ( reverse ) angle = TARGET_ANGLE2[i] + 180; // 反転
else angle = TARGET_ANGLE[i];
target[i] = new Point( Math.cos( angle * Math.PI / 180 ) * starSize, Math.sin( angle * Math.PI / 180 ) * starSize );
}
}
/**
* 弾発生処理
* @return
*/
public function Run() : Bullet {
var bullet:Bullet = new Bullet(bulletColor,slideAngle,slideSpeed);
var targetNo:int = int(count / PATH_OBJ_NUM);
var targetRate:int = int(count % PATH_OBJ_NUM);
var p:Point;
// 弾の座標を出す
p = Point.interpolate( target[targetNo], target[(targetNo+(TARGET_NUM-1))%TARGET_NUM], targetRate / PATH_OBJ_NUM );
bullet.x = p.x + defX;
bullet.y = p.y + defY;
bullet._xx = p.x + defX;
bullet._xy = p.y + defY;
// 弾の移動角度を出す(グレイソーマタージ)
//if( !reverse ) bullet.moveAngle = -count / PATH_OBJ_NUM / TARGET_NUM * 720 + 135;
//else bullet.moveAngle = count / PATH_OBJ_NUM / TARGET_NUM * 720 - 135;
bullet.moveAngle = ( -int(count / PATH_OBJ_NUM) / TARGET_NUM * 720 + 108) + ((count % PATH_OBJ_NUM) * 180 / PATH_OBJ_NUM); // Target始点角度 + 180 * rate グレイソーに入る前の奴
waitBullet.push( bullet );
count++;
if ( count == TARGET_NUM * PATH_OBJ_NUM ) end = true;
return bullet;
}
public function isEnd() : Boolean { return end; }
}
//-----------------------------
// 弾クラス
class Bullet extends Sprite {
public var slideFlag:Boolean = false; // スライド中フラグ
public var slideAngle:Number = 0;
public var slideSpeed:Number = 0;
public var slideSpeedMax:Number = 0;
public var moveAngle:Number = 0;
public var _xx:Number = 0;
public var _xy:Number = 0;
public function Bullet(color:uint,_slideAngle:Number = 0,_slideSpeed:Number = 50) {
super();
graphics.beginFill(color);
graphics.drawCircle(0, 0, 5);
graphics.endFill();
graphics.beginFill(0xFFFFFF, 0.5);
graphics.drawCircle(0, 0, 3);
graphics.endFill();
slideAngle = _slideAngle;
slideSpeed = _slideSpeed;
slideSpeedMax = _slideSpeed;
slideFlag = false;
}
public function StartSlide():void
{
slideFlag = true;
}
}