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Dead Code Preservation :: Archived AS3 works from wonderfl.net

5 画面がスクロールします

import net.hires.debug.Stats;
Get Adobe Flash player
by neguse 27 Sep 2009
package {

	import flash.display.*;
	import flash.geom.*;
	import flash.events.*;
	import flash.text.*;
	// import net.hires.debug.Stats;

	[SWF(width = "465", height = "465", frameRate = "30", backgroundColor = "#808080")]

	public class Test extends Sprite {

		private const VMEM_W:int = 465, VMEM_H:int = 465;
		private const BOX_SIZE:int = 10;
		private const LINE_DIV:uint = 100;

		private var vmem:BitmapData = new BitmapData(VMEM_W, VMEM_H, false, 0x808080);
		private var input:Input = new Input();
		private var player:Player = new Player(input);
		private var cam:Vec2 = new Vec2(0, 0);

		private function toRect(x:Number, y:Number, size:Number) : Rectangle {
			var vw:Number = VMEM_W / 2;
			var vh:Number = VMEM_H / 2;
			var s:Number = size / 2;
			return new Rectangle(
					-s + x + vw - cam.x, - s + vh - y + cam.y,
					size, size);
		}
		private function drawLine(x1:Number, y1:Number, x2:Number, y2:Number, color:Number) : void {
			var dx:Number = x2 - x1;
			var dy:Number = y2 - y1;
			for (var i:uint = 0; i <= LINE_DIV; i++) {
				drawRect(x1 + dx * i / LINE_DIV, y1 + dy * i / LINE_DIV, 4, color);
			}
		}
		private function drawRect(x:Number, y:Number, size:Number, color:Number) : void {
			var r:Rectangle = toRect(x, y, size);
			vmem.fillRect(r, color);
		}
		private function getCursor() : Vec2 {
			return new Vec2(-VMEM_W / 2 + stage.mouseX + cam.x, VMEM_H / 2 - stage.mouseY + cam.y);
		}

		public function update(event:Event) : void {
			input.update(getCursor());
			player.update();

			cam.adds(player.v.sub(cam).mul(0.2));

			vmem.lock();
			vmem.fillRect(vmem.rect, 0x808080);
			vmem.fillRect(toRect(0, 0, STAGE_LEN), 0x000000);
			vmem.fillRect(toRect(0, 0, STAGE_LEN - 10), 0x404040);
			vmem.fillRect(toRect(0, 0, STAGE_LEN - 20), 0x808080);
			vmem.fillRect(toRect(player.v.x, player.v.y, player.len), player.col);
			vmem.unlock();
		}

		function Test() {
			var text:TextField = new TextField();
			text.text = "test1 moving box";
			addChild(text);
			addChild(new Bitmap(vmem));
			addEventListener(Event.ENTER_FRAME, update);
			stage.addEventListener(MouseEvent.MOUSE_DOWN,
				function(e:MouseEvent) : void { input.OnMouseDown(); } );
			stage.addEventListener(MouseEvent.MOUSE_UP,
				function(e:MouseEvent) : void { input.OnMouseUp(); } );

			// addChild(new Stats());
		}
	}
}

const STAGE_LEN:Number = 400;

class Input {
	private var mb:Boolean;
	private var pmb:Boolean;
	private var mv:Vec2;
	function Input() {
		mb = pmb = false;
	}
	function update(v:Vec2) {
		pmb = mb;
		mv = v;
	}
	function pos() : Vec2 {
		return new Vec2(mv.x, mv.y);
	}
	function btnDown() : Boolean {
		return mb && (!pmb);
	}
	function btnHold() : Boolean {
		return mb;
	}
	function OnMouseDown() {
		mb = true;
	}
	function OnMouseUp() {
		mb = false;
	}
}

class Player {
	public var v:Vec2 = new Vec2(0, 0);
	public var col:uint;
	private var i:Input;
	private var dash:uint;
	private var dangle:Angle;
	private const DASH_F:uint = 15;
	private const DASH_V:Number = 8;
	public const len:Number = 20;
	public const vr:Number = 0.2;
	public const vl:Number = 2;
	public const COL_NORMAL:uint = 0xffffff;
	public const COL_DASH:uint = 0xff0000;
	
	function Player(input:Input) {
		i = input;
		dash = 0;
		col = COL_NORMAL;
	}
	public function update() {
		var dv:Vec2 = i.pos().sub(v);
		if (dash == 0) {
			dv.muls(vr);
			dv.divs(Math.max(dv.len(), vl)); dv.muls(vl)
			v.adds(dv);
		} else {
			v.adds(dangle.vec().mul(DASH_V));
		}
		v.x = Misc.Clamp(v.x, (len - STAGE_LEN) / 2, (STAGE_LEN - len) / 2);
		v.y = Misc.Clamp(v.y, (len - STAGE_LEN) / 2, (STAGE_LEN - len) / 2);

		if (dash == 0) {
			if (i.btnHold()) {
				dash = 1
				dangle = i.pos().sub(v).angle();
				col = COL_DASH;
			}
		} else {
			dash++;
			if (dash > DASH_F) {
				dash = 0;
				col = COL_NORMAL;
			}
		}
	}
}

class Angle {
	public var a:Number = 0;
	function Angle(n:Number) {
		a = n;
		round();
	}
	function add(n:Angle) : Angle {
		return Angle(a + n.a);
	}
	function adds(n:Angle) {
		a += n.a;
		round();
	}
	function sub(n:Angle) : Angle {
		return Angle(a - n.a);
	}
	function subs(n:Angle) {
		a - n.a;
		round();
	}
	function mul(n:Number) : Angle {
		return Angle(a * n);
	}
	function muls(n:Number) {
		a *= n;
		round();
	}
	function div(n:Number) : Angle {
		return Angle(a / n);
	}
	function divs(n:Number) {
		a /= n;
		round();
	}
	function round() {
		while (a >= Math.PI) a -= Math.PI * 2
		while (a < -Math.PI) a += Math.PI * 2
	}
	function cos() : Number {
		return Math.cos(a);
	}
	function sin() : Number {
		return Math.sin(a);
	}
	function vec() : Vec2 {
		return new Vec2(cos(), sin());
	}
}

class Vec2 {
	public var x:Number = 0, y:Number = 0;
	function Vec2(ax:Number = 0, ay:Number = 0) {
		x = ax; y = ay;
	}
	function set(ax:Number = 0, ay:Number = 0) {
		x = ax; y = ay;
	}
	function add(v:Vec2) : Vec2 {
		return new Vec2(x + v.x, y + v.y);
	}
	function adds(v:Vec2) {
		x += v.x; y += v.y;
	}
	function sub(v:Vec2) : Vec2 {
		return new Vec2(x - v.x, y - v.y);
	}
	function subs(v:Vec2) {
		x -= v.x; y -= v.y;
	}
	function mul(n:Number) : Vec2 {
		return new Vec2(x * n, y * n);
	}
	function muls(n:Number) {
		x *= n; y *= n;
	}
	function div(n:Number) : Vec2 {
		return new Vec2(x / n, y / n);
	}
	function divs(n:Number) {
		x /= n; y /= n;
	}
	function len() : Number {
		return Math.sqrt(x * x + y * y);
	}
	function angle() : Angle {
		return new Angle(Math.atan2(y, x));
	}
}

class Misc {
	static function Clamp(x:Number, min:Number, max:Number) : Number {
		return Math.min(Math.max(x, min), max);
	}
}