前回ソースから敵グラフィック表示するだけの機能を追加しました
/**
* Copyright siouxcitizen ( http://wonderfl.net/user/siouxcitizen )
* MIT License ( http://www.opensource.org/licenses/mit-license.php )
* Downloaded from: http://wonderfl.net/c/2TPj
*/
// forked from siouxcitizen's 前回ソースからタイムアタック機能を追加してみました
// forked from siouxcitizen's forked from: ワンダフルワールド
// forked from o8que's ワンダフルワールド
// forked from nengafl's nengafl
/* -----------------------------------------------------------------------------------------
*
* 前回ソースから敵グラフィック表示するだけの機能を追加しました
*
* マップのスクロールに合わせて敵グラフィックを表示させるだけです
* ビットマップのスクロールに合わせての敵表示させるだけで自分には相当難しかったです。。。
* 表示だけで当たり判定機能などは全然実装できてません
* 敵は某有名キノコに似た何かのつもりです 敵足元の辺りのグラフィック等テキトーなので
*
* -----------------------------------------------------------------------------------------
*
* [操作方法]
* ←, → : 移動
* Z : ジャンプ
* 一番右端まで行けばゲーム終了となります。
* ゲーム終了時にプレイ時間をツイートできます(要ツイッター登録&ログイン)
*
* -----------------------------------------------------------------------------------------
*
* 以下のコードを参考にさせて頂きました
* forked from: WORLD 1-2
* http://wonderfl.net/c/4mEA
*
*/
package {
import flash.display.Bitmap;
import flash.display.BitmapData;
import flash.display.Sprite;
import flash.events.Event;
import flash.events.TimerEvent;
import flash.events.MouseEvent;
import flash.geom.Point;
import flash.geom.Rectangle;
import flash.text.TextField;
import flash.text.TextFieldAutoSize;
import flash.text.TextFormat;
import flash.net.URLRequest;
import flash.net.navigateToURL;
import flash.utils.Timer;
import flash.utils.escapeMultiByte;
[SWF(width="465", height="465", frameRate="60", backgroundColor="0xffffff")]
public class WonderflWorld extends Sprite {
public static const STAGE_SIZE:int = 465; // ステージの大きさ
public static const STAGE_CENTER:int = 232; // ステージの中心(STAGE_SIZE / 2)
public static const GRID_SIZE:int = 32; // グリッドの大きさ
//public static const GRID_COLS:int = 90; // グリッドの横の数
public static const GRID_COLS:int = 150; // グリッドの横の数
public static const GRID_ROWS:int = 15; // グリッドの縦の数
public static const PLUMBER_DEFX:int = 16; // 配管工の初期のX座標の位置
public static const PLUMBER_DEFY:int = 402; // 配管工の初期のY座標の位置
public static const GRAVITY:Number = 0.3125; // 重力
/* 以下の2つの値は2880(BitmapDataオブジェクトの最大サイズ)を超えないようにする */
//public static const MAP_WIDTH:int = 2880; // マップ全体の幅(GRID_SIZE * GRID_COLS)
public static const MAP_WIDTH:int = 4800; // マップ全体の幅(GRID_SIZE * GRID_COLS)
public static const MAP_HEIGHT:int = 480; // マップ全体の高さ(GRID_SIZE * GRID_ROWS)
private var _map:Map;
private var _plumber:Plumber;
private var _teki:Teki;
private var _isGameEnd:Boolean = false;
private var _playTimeCounter:int = 0; // プレイ時間記録用(秒単位)
private var _playTimer:Timer; // プレイ時間記録用のタイマー
private var _tweetBtn : CustomButton; //「ツイート」ボタン
public static var _replayCounter:int = 0; // 穴に落ちてリプレイした回数
public static var _isInit:Boolean = false; // 穴に落ちてリプレイ処理か
public function WonderflWorld() {
_map = new Map();
_plumber = new Plumber();
_teki = new Teki(1,1,1);
addChild(_map);
addChild(_plumber);
addChild(_teki);
y = WonderflWorld.STAGE_SIZE - WonderflWorld.MAP_HEIGHT;
Input.enable(this.stage); // 入力を有効にする
addEventListener(Event.ENTER_FRAME, onEnterFrame);
// プレイ時間カウント用タイマーを初期化する
_playTimer=new Timer(1000);
_playTimer.addEventListener(TimerEvent.TIMER, playTimerHandler);
_playTimer.start();
}
// メインループ
private function onEnterFrame(e:Event):void {
if (_isGameEnd) return;
//_plumber.update(_map);
if (_plumber.update(_map)) { //ゲームクリアー時の処理
//「Game Clear!!!」文字列表示
var clearText : TextField = new TextField();
var format:TextFormat=new TextFormat();
format.size = 70;
format.color = 0xEEEEEE;
clearText.autoSize = TextFieldAutoSize.CENTER;
clearText.defaultTextFormat=format;
clearText.text="Game Clear!!!";
addChild(clearText);
clearText.x = 35; //とりあえずテキトーに配置
clearText.y = 10; //とりあえずテキトーに配置
_playTimer.stop();
//「ツイート」ボタン表示
_tweetBtn = new CustomButton("ツイート");
_tweetBtn.x = 180;
_tweetBtn.y = 130;
_tweetBtn.addEventListener(MouseEvent.MOUSE_DOWN,onTweetBtnDown);
addChild(_tweetBtn);
_isGameEnd = true;
}
if(!_isInit) {
_teki.update(_map, _plumber.posx);
} else { //穴に落ちた配管工のリプレイ処理にあわせて敵もリプレイ処理(初期化)
removeChild(_teki);
_teki = new Teki(1,1,1);
addChild(_teki);
_isInit = false;
}
_map.update(_plumber.posx);
}
/**-----------------------------------------------------
* プレイ時間を記録するタイマー処理を行う。
* ----------------------------------------------------- */
private function playTimerHandler(event:TimerEvent):void {
_playTimeCounter++
}
/**-----------------------------------------------------
* 「ツイート」ボタン処理を行う。
* ----------------------------------------------------- */
private function onTweetBtnDown(e:MouseEvent):void {
var tweetMesseage:String = "おめでとうございます! "
+ "あなたはワンダフルワールドをリプレイ回数" + _replayCounter + "回、"
+ _playTimeCounter +"秒でクリアしました!!!";
var post:String = tweetMesseage + " " + "http://wonderfl.net/c/2TPj/" + " " + "#wonderfl ";
navigateToURL(new URLRequest("http://twitter.com/home?status=" + escapeMultiByte(post)), "_blank");
}
}
}
import flash.display.Bitmap;
import flash.display.BitmapData;
import flash.geom.Rectangle;
import flash.geom.Point;
class Map extends Bitmap {
public static const data:Array = [
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,2,2,0,2,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,0,0,2,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,0,2,2,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,2,0,0,2,0,0,2],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,2,0,2,0,0,2],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,0,0,2,0,0,2],
[0,0,0,0,0,0,0,4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,5,0,0,5,5,4,0,0,0,0,0,0,0,4,0,0,0,0,0,0,5,5,0,0,5,4,4,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,2,0,2,2,0,2,2],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,0,2,0,0,2,2],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,2,2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,0,2,0,0,2,2],
[0,0,0,4,0,5,4,5,4,5,0,0,0,0,0,3,0,0,0,0,0,0,5,4,5,0,0,0,0,0,0,0,5,0,5,5,0,0,4,0,4,0,4,0,0,5,0,0,0,0,0,0,5,5,0,0,0,2,0,0,2,0,0,0,0,0,2,0,0,2,0,0,0,0,0,5,4,5,0,0,0,0,0,2,2,2,2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,2,0,2,0,2,2,2],
[0,0,0,0,0,0,0,0,0,0,0,0,0,3,0,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,2,0,0,2,2,0,0,0,2,2,0,0,2,2,0,0,0,0,0,0,0,0,0,0,0,2,2,2,2,2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,0,2,0,2,2,2],
[0,0,0,0,0,0,0,0,0,0,0,3,0,3,0,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,2,2,0,0,2,2,2,0,2,2,2,0,0,2,2,2,0,3,0,0,0,0,0,3,0,2,2,2,2,2,2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,0,0,0,2,2,2],
[1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,1,1,1,1,1,1,1,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,1,1,1,0,0,0,0,1,1,0,0,0,0,1,0,1,0,1,0,1,0,1,0,1,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1],
[1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,1,1,1,1,1,1,1,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,1,1,1,0,0,0,0,1,1,0,0,0,0,1,0,1,0,1,0,1,0,1,0,1,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1]];
private var _model:Array; // マップのモデル
private var _outScreen:BitmapData; // マップ全体の画像
private var _gameScreen:BitmapData; // 画面に表示する部分の画像
public function get model():Array { return _model; }
public function Map() {
initializeModel();
initializeScreen();
}
// XY座標値に対応するマップモデルのグリッドの位置を求めて返す
public function getGridFromPosition(posx:int, posy:int):Point {
// 座標値をマップのモデルの範囲内に収まるようにする
if (posx < -(WonderflWorld.GRID_SIZE)) {
posx = -(WonderflWorld.GRID_SIZE);
}else if (posx > WonderflWorld.MAP_WIDTH + WonderflWorld.GRID_SIZE) {
posx = WonderflWorld.MAP_WIDTH + WonderflWorld.GRID_SIZE;
}
if (posy < -(WonderflWorld.GRID_SIZE * 2)) {
posy = -(WonderflWorld.GRID_SIZE * 2);
}else if (posy > WonderflWorld.MAP_HEIGHT + (WonderflWorld.GRID_SIZE * 2)) {
posy = WonderflWorld.MAP_HEIGHT + (WonderflWorld.GRID_SIZE * 2);
}
var col:int = Math.floor((posx + WonderflWorld.GRID_SIZE) / WonderflWorld.GRID_SIZE);
var row:int = Math.floor((posy + (WonderflWorld.GRID_SIZE * 2)) / WonderflWorld.GRID_SIZE);
return new Point(col, row);
}
// 更新処理
public function update(plumberXPos:int):void {
var screenPos:int = plumberXPos - WonderflWorld.STAGE_CENTER;
if (screenPos < 0) {
screenPos = 0;
}else if (screenPos > WonderflWorld.MAP_WIDTH - WonderflWorld.STAGE_SIZE) {
screenPos = WonderflWorld.MAP_WIDTH - WonderflWorld.STAGE_SIZE;
}
var sourceRect:Rectangle = new Rectangle(screenPos, 0, WonderflWorld.STAGE_SIZE, WonderflWorld.MAP_HEIGHT);
_gameScreen.copyPixels(_outScreen, sourceRect, new Point(0, 0));
}
// マップのモデルを作成する
private function initializeModel():void {
_model = new Array();
for (var row:int = 0; row < WonderflWorld.GRID_ROWS + 4; row++) {
_model[row] = new Array();
for (var col:int = 0; col < WonderflWorld.GRID_COLS + 2; col++) {
// 画面外の最外周を通行不可能な壁で囲み、配管工が変な場所に行かないようにする
if ((row == 0) || (row == WonderflWorld.GRID_ROWS + 3) || (col == 0) || (col == WonderflWorld.GRID_COLS + 1)) {
//_model[row][col] = new MapChip(MapChip.BRICK);
_model[row][col] = new MapChip(MapChip.GROUND);
// 画面外の上下に、ジャンプ・落下を不自然に見せない為のマージンを設ける
}else if ((row == 1) || (row == WonderflWorld.GRID_ROWS + 2)) {
_model[row][col] = new MapChip(MapChip.NULL);
// マップデータに応じたマップチップを作成する
}else{
_model[row][col] = new MapChip(Map.data[row - 2][col - 1]);
}
}
}
}
// マップの画像を作成する
private function initializeScreen():void {
//_outScreen = new BitmapData(WonderflWorld.MAP_WIDTH, WonderflWorld.MAP_HEIGHT, false, 0x9999ff);
_outScreen = new BitmapData(WonderflWorld.MAP_WIDTH, WonderflWorld.MAP_HEIGHT, false, 0x000000);
_gameScreen = new BitmapData(WonderflWorld.STAGE_SIZE, WonderflWorld.MAP_HEIGHT, false, 0xffffff);
this.bitmapData = _gameScreen;
// BitmapData.coypPixels()に使う
var sourceRect:Rectangle = new Rectangle(0, 0, WonderflWorld.GRID_SIZE, WonderflWorld.GRID_SIZE);
var destPoint:Point = new Point(0, 0);
for (var row:int = 0; row < WonderflWorld.GRID_ROWS; row++) {
for (var col:int = 0; col < WonderflWorld.GRID_COLS; col++) {
var tile:MapChip = _model[row + 2][col + 1];
if(tile.type != MapChip.NULL){
var sourceBitmapData:BitmapData = tile.image;
destPoint.x = col * WonderflWorld.GRID_SIZE;
destPoint.y = row * WonderflWorld.GRID_SIZE;
_outScreen.copyPixels(sourceBitmapData, sourceRect, destPoint);
}
}
}
}
}
import flash.display.BitmapData;
import flash.display.Shape;
import flash.display.Sprite;
import flash.filters.BevelFilter;
import flash.filters.DropShadowFilter;
import flash.text.TextField;
import flash.text.TextFieldAutoSize;
import flash.text.TextFormat;
class MapChip {
public static const NULL:int = 0; // 何も無し
public static const GROUND:int = 1; // 地面
public static const STAIR:int = 2; // 階段ブロック
public static const PIPE:int = 3; // 土管
public static const QUESTION:int = 4; // ?ブロック
public static const BRICK:int = 5; // レンガブロック
private static var _images:Object = new Object(); // 画像を登録しておくための連想配列
private var _type:int; // マップチップの種類を保持する
private var _isSolid:Boolean; // 固いかどうか(通行不可能なのかどうか)
public function get image():BitmapData { return MapChip._images[_type]; }
public function get type():int { return _type; }
public function isSolid():Boolean { return _isSolid; }
// コンストラクタ
public function MapChip(type:int) {
_type = type;
var drawFunction:Function; // どの画像を描画する関数を呼び出すかを保持する
switch(_type) {
case MapChip.NULL:
_isSolid = false;
drawFunction = drawNull;
break;
case MapChip.GROUND:
_isSolid = true;
drawFunction = drawGround;
break;
case MapChip.STAIR:
_isSolid = true;
drawFunction = drawStair;
break;
case MapChip.PIPE:
_isSolid = true;
drawFunction = drawPipe;
break;
case MapChip.QUESTION:
_isSolid = true;
drawFunction = drawQuestion;
break;
case MapChip.BRICK:
_isSolid = true;
drawFunction = drawBrick;
break;
}
// 画像が連想配列に登録されていなければ、画像を作成して連想配列に登録しておく
if (MapChip._images[_type] === undefined) {
var bitmapData:BitmapData = new BitmapData(WonderflWorld.GRID_SIZE, WonderflWorld.GRID_SIZE, true, 0x00ffffff);
drawFunction(bitmapData);
MapChip._images[_type] = bitmapData;
}
}
// 何も無しの為のダミー
private function drawNull(bitmapData:BitmapData):void { /* 空 */ }
// レンガブロックの画像を描画する
private function drawBrick(bitmapData:BitmapData):void {
var recipe:Recipe = new Recipe();
recipe.width = 16;
recipe.height = 16;
recipe.scale = 2.0;
recipe.data = [1,1,1,1,1,1,1,2,1,1,1,1,1,1,1,2,
1,1,1,1,1,1,1,2,1,1,1,1,1,1,1,2,
1,1,1,1,1,1,1,2,1,1,1,1,1,1,1,2,
2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,
1,1,1,2,1,1,1,1,1,1,1,2,1,1,1,1,
1,1,1,2,1,1,1,1,1,1,1,2,1,1,1,1,
1,1,1,2,1,1,1,1,1,1,1,2,1,1,1,1,
2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,
1,1,1,1,1,1,1,2,1,1,1,1,1,1,1,2,
1,1,1,1,1,1,1,2,1,1,1,1,1,1,1,2,
1,1,1,1,1,1,1,2,1,1,1,1,1,1,1,2,
2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,
1,1,1,2,1,1,1,1,1,1,1,2,1,1,1,1,
1,1,1,2,1,1,1,1,1,1,1,2,1,1,1,1,
1,1,1,2,1,1,1,1,1,1,1,2,1,1,1,1];
recipe.pallet.push(0xFFff0000,0xFF4090c0,0xFF000000);
recipe.transparent = 0;
var brick:DotDraw = new DotDraw(recipe);
bitmapData.draw(brick);
}
// 地面ブロック画像を描画する
private function drawGround(bitmapData:BitmapData):void {
var recipe:Recipe = new Recipe();
recipe.width = 16;
recipe.height = 16;
recipe.scale = 2.0;
recipe.data = [1,2,2,2,2,2,2,2,2,3,1,2,2,2,2,1,
2,1,1,1,1,1,1,1,1,3,2,1,1,1,1,3,
2,1,1,1,1,1,1,1,1,3,2,1,1,1,1,3,
2,1,1,1,1,1,1,1,1,3,2,1,1,1,1,3,
2,1,1,1,1,1,1,1,1,3,2,3,1,1,1,3,
2,1,1,1,1,1,1,1,1,3,1,3,3,3,3,1,
2,1,1,1,1,1,1,1,1,3,2,2,2,2,2,3,
2,1,1,1,1,1,1,1,1,3,2,1,1,1,1,3,
2,1,1,1,1,1,1,1,1,3,2,1,1,1,1,3,
2,1,1,1,1,1,1,1,1,3,2,1,1,1,1,3,
3,3,1,1,1,1,1,1,3,2,1,1,1,1,1,3,
2,2,3,3,1,1,1,1,3,2,1,1,1,1,1,3,
2,1,2,2,3,3,3,3,2,1,1,1,1,1,1,3,
2,1,1,1,2,2,2,3,2,1,1,1,1,1,1,3,
2,1,1,1,1,1,1,3,2,1,1,1,1,1,3,3,
1,3,3,3,3,3,3,1,2,3,3,3,3,3,3,1];
recipe.pallet.push(0xFFff0000, 0xFF4090c0, 0xFFa0fff0, 0xFF000000);
recipe.transparent = 0;
var ground:DotDraw = new DotDraw(recipe);
bitmapData.draw(ground);
}
// 階段ブロックの画像を描画する
private function drawStair(bitmapData:BitmapData):void {
var recipe:Recipe = new Recipe();
recipe.width = 16;
recipe.height = 16;
recipe.scale = 2.0;
recipe.data = [1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,3,2,
1,2,2,2,2,2,2,2,2,2,2,2,2,3,3,2,2,
1,2,2,2,2,2,2,2,2,2,2,3,3,3,2,2,2,
1,2,2,2,2,2,2,2,2,3,3,3,3,2,2,2,2,
1,1,1,1,1,1,1,1,3,3,3,3,2,2,2,2,1,
1,1,1,1,1,1,1,3,3,3,3,2,2,2,2,1,1,
1,1,1,1,1,1,3,3,3,3,2,2,2,2,1,1,1,
1,1,1,1,1,3,3,3,3,2,2,2,2,1,1,1,1,
1,1,1,1,3,3,3,3,2,2,2,2,1,1,1,1,1,
1,1,1,3,3,3,3,2,2,2,2,1,1,1,1,1,1,
1,1,3,3,3,3,2,2,2,2,1,1,1,1,1,1,1,
1,3,3,3,3,2,2,2,3,3,3,3,3,3,3,3,3,
1,3,3,3,2,2,3,3,3,3,3,3,3,3,3,3,3,
1,3,3,2,3,3,3,3,3,3,3,3,3,3,3,3,3,
1,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,1];
recipe.pallet.push(0xFFff0000, 0xFF4090c0, 0xFFa0fff0, 0xFF000000);
recipe.transparent = 0;
var stair:DotDraw = new DotDraw(recipe);
bitmapData.draw(stair);
}
// 土管の画像を描画する
private function drawPipe(bitmapData:BitmapData):void {
var sprite:Sprite = new Sprite();
sprite.graphics.beginFill(0x000000);
sprite.graphics.drawRect(0, 0, 32, 32);
sprite.graphics.endFill();
sprite.graphics.beginFill(0x99cc00);
sprite.graphics.drawRect(1, 1, 30, 30);
sprite.graphics.endFill();
sprite.graphics.beginFill(0x009900);
sprite.graphics.drawRect(8, 1, 16, 30);
sprite.graphics.endFill();
bitmapData.draw(sprite);
}
// ?ブロックの画像を描画する
private function drawQuestion(bitmapData:BitmapData):void {
var recipe:Recipe = new Recipe();
recipe.width = 16;
recipe.height = 16;
recipe.scale = 2.0;
recipe.data = [0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,
1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,3,
1,2,3,2,2,2,2,2,2,2,2,2,2,3,2,3,
1,2,2,2,2,1,1,1,1,1,2,2,2,2,2,3,
1,2,2,2,1,1,3,3,3,1,1,2,2,2,2,3,
1,2,2,2,1,1,3,2,2,1,1,3,2,2,2,3,
1,2,2,2,1,1,3,2,2,1,1,3,2,2,2,3,
1,2,2,2,2,3,3,2,1,1,1,3,2,2,2,3,
1,2,2,2,2,2,2,1,1,3,3,3,2,2,2,3,
1,2,2,2,2,2,2,1,1,3,2,2,2,2,2,3,
1,2,2,2,2,2,2,2,3,3,2,2,2,2,2,3,
1,2,2,2,2,2,2,1,1,2,2,2,2,2,2,3,
1,2,2,2,2,2,2,1,1,3,2,2,2,2,2,3,
1,2,3,2,2,2,2,2,3,3,2,2,2,3,2,3,
1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,3,
3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3];
recipe.pallet.push(0xFFff0000, 0xFFc07000, 0xFFffa000, 0xFF4090c0);
recipe.transparent = 0;
var hatena:DotDraw = new DotDraw(recipe);
bitmapData.draw(hatena);
}
}
import flash.display.Bitmap;
import flash.display.BitmapData;
import flash.display.Sprite;
class Plumber extends Sprite {
//public static const HALF_WIDTH:int = 8; // 幅の半分
public static const HALF_WIDTH:int = 16; // 幅の半分
//public static const HALF_HEIGHT:int = 14; // 高さの半分
public static const HALF_HEIGHT:int = 16; // 高さの半分
public static const WALKING_SPEED:Number = 3; // 歩く速さ
public static const JUMPING_ABILITY:Number = 8; // ジャンプ力
private var _plumberRightDirection:DotDraw;
private var _plumberLeftDirection:DotDraw;
private var _image:BitmapData; // 配管工の画像を保持する
private var _posx:int; // X座標の位置
private var _posy:int; // Y座標の位置
private var _dx:Number; // X方向の速度
private var _dy:Number; // Y方向の速度
private var _onGround:Boolean; // 地に足が着いているか
public function get posx():int { return _posx; }
public function get posy():int { return _posy; }
public function Plumber() {
initialize();
drawImage();
var bitmap:Bitmap = new Bitmap(_image);
bitmap.x = -(Plumber.HALF_WIDTH);
bitmap.y = -(Plumber.HALF_HEIGHT);
addChild(bitmap);
}
// 配管工を初期位置に配置する
public function initialize():void {
x = _posx = WonderflWorld.PLUMBER_DEFX;
y = _posy = WonderflWorld.PLUMBER_DEFY;
_dx = 0;
_dy = 0;
_onGround = true;
}
public function update(map:Map):Boolean {
changeVelocity();
detectCollision(map);
adjustDisplayPosition();
// ステージ外に落下したら初期位置に戻る
//if (_posy > WonderflWorld.MAP_HEIGHT + Plumber.HALF_HEIGHT) {
if (_posy > WonderflWorld.MAP_HEIGHT + Plumber.HALF_HEIGHT - 2) {
initialize();
WonderflWorld._replayCounter++;
WonderflWorld._isInit = true;
}
// マップ右端での挙動 マップ右端到達でゲームクリアー
if (_posx >= WonderflWorld.MAP_WIDTH - (Plumber.HALF_WIDTH*2)) {
return true;
} else {
return false;
}
}
// 入力を受けて配管工の速度を変更する
private function changeVelocity():void {
if (Input.rightKey) {
_plumberLeftDirection.visible = false;
_plumberRightDirection.visible = true;
_dx = Plumber.WALKING_SPEED;
}else if (Input.leftKey) {
_plumberRightDirection.visible = false;
_plumberLeftDirection.visible = true;
_dx = -(Plumber.WALKING_SPEED);
}else {
_dx = 0;
}
// 地面に立っている状態でAボタンを押すとジャンプ
if (_onGround && Input.aButton) {
_dy = -(Plumber.JUMPING_ABILITY);
}
_dy += WonderflWorld.GRAVITY;
_onGround = false;
}
// マップとの当たり判定処理
private function detectCollision(map:Map):void {
var directionX:int = ((_dx < 0) ? -1 : 1);
var directionY:int = ((_dy < 0) ? -1 : 1);
// 次に移動予定の場所
var nextX:int = Math.floor(_posx + _dx);
var nextY:int = Math.floor(_posy + _dy);
var edgeNextXGrid:Point = map.getGridFromPosition(nextX + (directionX * Plumber.HALF_WIDTH), nextY);
var edgeNextYGrid:Point = map.getGridFromPosition(nextX, nextY + (directionY * Plumber.HALF_HEIGHT));
var edgeNextXYGrid:Point = map.getGridFromPosition(nextX + (directionX * Plumber.HALF_WIDTH), nextY + (directionY * Plumber.HALF_HEIGHT));
// 横方向の進行不可能な壁に当たった場合の処理
if(map.model[edgeNextXGrid.y][edgeNextXGrid.x].isSolid()){
_posx = Math.floor(_posx / WonderflWorld.GRID_SIZE) * WonderflWorld.GRID_SIZE
+ ((directionX == 1) ? (WonderflWorld.GRID_SIZE - Plumber.HALF_WIDTH) : Plumber.HALF_WIDTH);
_dx = 0;
}
// 縦方向の進行不可能な壁に当たった場合の処理
if(map.model[edgeNextYGrid.y][edgeNextYGrid.x].isSolid()){
_posy = Math.floor(_posy / WonderflWorld.GRID_SIZE) * WonderflWorld.GRID_SIZE
+ ((directionY == 1) ? (WonderflWorld.GRID_SIZE - Plumber.HALF_HEIGHT) : Plumber.HALF_HEIGHT);
_dy = 0;
// 落下中に壁に当たったら着地
if (directionY == 1) {
_onGround = true;
}
}
// 斜め方向の進行不可能な壁の角に当たった場合の処理
if((_dx != 0 && _dy != 0) && map.model[edgeNextXYGrid.y][edgeNextXYGrid.x].isSolid()){
_posx = Math.floor(_posx / WonderflWorld.GRID_SIZE) * WonderflWorld.GRID_SIZE
+ ((directionX == 1) ? (WonderflWorld.GRID_SIZE - Plumber.HALF_WIDTH) : Plumber.HALF_WIDTH);
_dx = 0;
}
// 壁に当たっていなかったら普通に移動する
if (_dx != 0) { _posx = nextX; }
if (_dy != 0) { _posy = nextY; }
}
// 画面上での表示位置を調整する
private function adjustDisplayPosition():void {
// マップ右端での挙動
if (_posx > WonderflWorld.MAP_WIDTH - WonderflWorld.STAGE_CENTER) {
x = _posx - (WonderflWorld.MAP_WIDTH - WonderflWorld.STAGE_SIZE);
// マップ道中での挙動
}else if (_posx > WonderflWorld.STAGE_CENTER) {
x = WonderflWorld.STAGE_CENTER;
// マップ左端での挙動
}else {
x = _posx;
}
y = _posy;
}
// 配管工の画像を描画する
private function drawImage():void {
_image = new BitmapData(Plumber.HALF_WIDTH * 2, Plumber.HALF_HEIGHT * 2, true, 0x00ffffff);
//右向き配管工の画像を作成
var rightrecipe:Recipe = new Recipe();
rightrecipe.width = 16;
rightrecipe.height = 16;
rightrecipe.scale = 2.0;
rightrecipe.data =
[0,0,0,0,0,2,2,2,2,2,0,0,2,0,0,0,
0,0,0,0,2,2,2,2,2,2,2,2,2,0,0,0,
0,0,0,0,2,2,2,3,3,2,3,0,0,0,0,0,
0,0,0,2,3,2,3,3,3,2,3,3,3,0,0,0,
0,0,0,2,3,2,2,3,3,3,2,3,3,3,0,0,
0,0,0,2,2,3,3,3,3,2,2,2,2,0,0,0,
0,0,0,0,0,3,3,3,3,3,3,3,0,0,0,0,
0,0,0,0,2,2,1,2,2,2,0,0,0,0,0,0,
0,0,0,2,2,2,1,2,2,1,2,2,2,0,0,0,
0,0,2,2,2,2,1,1,1,1,2,2,2,2,0,0,
0,0,3,3,2,1,3,1,1,3,1,2,3,3,0,0,
0,0,3,3,3,1,1,1,1,1,1,3,3,3,0,0,
0,0,3,3,1,1,1,1,1,1,1,1,3,3,0,0,
0,0,0,0,1,1,1,0,0,1,1,1,0,0,0,0,
0,0,0,2,2,2,0,0,0,0,2,2,2,0,0,0,
0,0,2,2,2,2,0,0,0,0,2,2,2,2,0,0];
rightrecipe.pallet.push(0x000000, 0xFF4090c0, 0x7b7b00, 0xde9c39);//0xFFa0fff0 0xFF4090c0
rightrecipe.transparent = 0;
_plumberRightDirection = new DotDraw(rightrecipe);
//左向き配管工の画像を作成
var leftrecipe:Recipe = new Recipe();
leftrecipe.width = 16;
leftrecipe.height = 16;
leftrecipe.scale = 2.0;
leftrecipe.data =
[0,0,0,2,0,0,2,2,2,2,2,0,0,0,0,0,
0,0,0,2,2,2,2,2,2,2,2,2,0,0,0,0,
0,0,0,0,0,3,2,3,3,2,2,2,0,0,0,0,
0,0,0,3,3,3,2,3,3,3,2,3,2,0,0,0,
0,0,3,3,3,2,3,3,3,2,2,3,2,0,0,0,
0,0,0,2,2,2,2,3,3,3,3,2,2,0,0,0,
0,0,0,0,3,3,3,3,3,3,3,0,0,0,0,0,
0,0,0,0,2,2,1,2,2,2,0,0,0,0,0,0,
0,0,0,2,2,2,1,2,2,1,2,2,2,0,0,0,
0,0,2,2,2,2,1,1,1,1,2,2,2,2,0,0,
0,0,3,3,2,1,3,1,1,3,1,2,3,3,0,0,
0,0,3,3,3,1,1,1,1,1,1,3,3,3,0,0,
0,0,3,3,1,1,1,1,1,1,1,1,3,3,0,0,
0,0,0,0,1,1,1,0,0,1,1,1,0,0,0,0,
0,0,0,2,2,2,0,0,0,0,2,2,2,0,0,0,
0,0,2,2,2,2,0,0,0,0,2,2,2,2,0,0];
leftrecipe.pallet.push(0x000000, 0xFF4090c0, 0x7b7b00, 0xde9c39);
leftrecipe.transparent = 0;
_plumberLeftDirection = new DotDraw(leftrecipe);
_plumberRightDirection.visible = true;
_plumberLeftDirection.visible = false;
_plumberRightDirection.x -=16; //ビットマップの座標の指定とかよく理解できてません。。。
_plumberRightDirection.y -=16;
_plumberLeftDirection.x -=16;
_plumberLeftDirection.y -=16;
addChild(_plumberRightDirection);
addChild(_plumberLeftDirection);
}
}
class Teki extends Sprite {
public static const HALF_WIDTH:int = 16; // 幅の半分
public static const HALF_HEIGHT:int = 16; // 高さの半分
public static const WALKING_SPEED:Number = 3; // 歩く速さ
public static const JUMPING_ABILITY:Number = 8; // ジャンプ力
private var _tekiRightDirection:DotDraw;
private var _tekiLeftDirection:DotDraw;
private var _image:BitmapData; // 敵の画像を保持する
private var _posx:int; // X座標の位置
private var _posy:int; // Y座標の位置
private var _dx:Number; // X方向の速度
private var _dy:Number; // Y方向の速度
private var _onGround:Boolean; // 地に足が着いているか
private var _plumberXScreenPos:int // 敵の表示位置を計算するための配管工の位置
private var _cnt:int = 0; //敵画像切替の制御用
public function get posx():int { return _posx; }
public function get posy():int { return _posy; }
public function Teki(initPosX:int, initPosY:int, speed:int) {
initialize();
drawImage();
var bitmap:Bitmap = new Bitmap(_image);
bitmap.x = -(Plumber.HALF_WIDTH);
bitmap.y = -(Plumber.HALF_HEIGHT);
addChild(bitmap);
}
// 敵を初期位置に配置する
public function initialize():void {
//x = _posx = WonderflWorld.PLUMBER_DEFX;
//y = _posy = WonderflWorld.PLUMBER_DEFY;
x = _posx = WonderflWorld.PLUMBER_DEFX + 450;
y = _posy = WonderflWorld.PLUMBER_DEFY - 100;
_dx = -1;
_dy = 0;
_onGround = true;
}
public function update(map:Map, plumberXPos:int):void {
_plumberXScreenPos = plumberXPos - WonderflWorld.STAGE_CENTER;
if (_plumberXScreenPos < 0) {
_plumberXScreenPos = 0;
}else if (_plumberXScreenPos > WonderflWorld.MAP_WIDTH - WonderflWorld.STAGE_SIZE) {
_plumberXScreenPos = WonderflWorld.MAP_WIDTH - WonderflWorld.STAGE_SIZE;
}
detectCollision(map);
adjustDisplayPosition(plumberXPos);
// マップ右端での挙動
if (_posx > WonderflWorld.MAP_WIDTH) {
// マップ左端での挙動
} else if (_posx + Teki.HALF_WIDTH - _plumberXScreenPos < 0) {
x = _posx = WonderflWorld.PLUMBER_DEFX + 450 + _plumberXScreenPos;
y = _posy = WonderflWorld.PLUMBER_DEFY - 100;
_dx = -1;
_dy = 0;
_onGround = true;
}
//アニメーション処理
if (_cnt%20 == 0) { //3の倍数ごと表示グラフィック(2つ)を入れ替える処理
if(_tekiRightDirection.visible) {
_tekiRightDirection.visible = false;
_tekiLeftDirection.visible = true;
} else {
_tekiRightDirection.visible = true;
_tekiLeftDirection.visible = false;
}
}
_cnt++;
if(_cnt > 1000) _cnt = 1; //とりあえず1000を上限に
}
// マップとの当たり判定処理(ここでは当たり判定処理してません)
private function detectCollision(map:Map):void {
//var directionX:int = ((_dx < 0) ? -1 : 1);
//var directionY:int = ((_dy < 0) ? -1 : 1);
// 次に移動予定の場所
var nextX:int = Math.floor(_posx + _dx);
var nextY:int = Math.floor(_posy + _dy);
// 壁に当たっていなかったら普通に移動する
if (_dx != 0) { _posx = nextX; }
if (_dy != 0) { _posy = nextY; }
}
// 画面上での表示位置を調整する
private function adjustDisplayPosition(plumberXPos:int):void {
// マップ右端での挙動
if (_posx > WonderflWorld.MAP_WIDTH) {
// マップ左端での挙動
} else if (_posx + Teki.HALF_WIDTH - _plumberXScreenPos < 0) {
}
x = _posx - _plumberXScreenPos;
y = _posy;
}
// 敵の画像を描画する
private function drawImage():void {
_image = new BitmapData(Plumber.HALF_WIDTH * 2, Plumber.HALF_HEIGHT * 2, true, 0x00ffffff);
//敵の画像その1を作成
var rightrecipe:Recipe = new Recipe();
rightrecipe.width = 16;
rightrecipe.height = 16;
rightrecipe.scale = 2.0;
rightrecipe.data =
[0,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,
0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,0,
0,0,0,0,1,1,1,1,1,1,1,1,0,0,0,0,
0,0,0,1,1,1,1,1,1,1,1,1,1,0,0,0,
0,0,1,2,2,1,1,1,1,1,1,2,2,1,0,0,
0,1,1,1,3,2,1,1,1,1,2,3,1,1,1,0,
0,1,1,1,3,2,2,2,2,2,2,3,1,1,1,0,
1,1,1,1,3,2,3,1,1,3,2,3,1,1,1,1,
1,1,1,1,3,3,3,1,1,3,3,3,1,1,1,1,
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,
0,1,1,1,1,3,3,3,3,3,3,1,1,1,1,0,
0,0,0,0,3,3,3,3,3,3,3,3,0,0,0,0,
0,0,0,0,3,3,3,3,3,3,3,3,2,2,0,0,
0,0,2,2,2,3,3,3,3,3,2,2,2,2,2,0,
0,0,2,2,2,2,3,3,3,2,2,2,2,2,2,0,
0,0,0,0,2,2,2,0,0,2,2,2,2,2,0,0];
rightrecipe.pallet.push(0xFFff0000, 0xFF4090c0, 0xFF305080, 0xFFa0fff0);//0xFFa0fff0 0xFF4090c0
rightrecipe.transparent = 0;
_tekiRightDirection = new DotDraw(rightrecipe);
//敵の画像その2を作成
var leftrecipe:Recipe = new Recipe();
leftrecipe.width = 16;
leftrecipe.height = 16;
leftrecipe.scale = 2.0;
leftrecipe.data =
[0,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,
0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,0,
0,0,0,0,1,1,1,1,1,1,1,1,0,0,0,0,
0,0,0,1,1,1,1,1,1,1,1,1,1,0,0,0,
0,0,1,2,2,1,1,1,1,1,1,2,2,1,0,0,
0,1,1,1,3,2,1,1,1,1,2,3,1,1,1,0,
0,1,1,1,3,2,2,2,2,2,2,3,1,1,1,0,
1,1,1,1,3,2,3,1,1,3,2,3,1,1,1,1,
1,1,1,1,3,3,3,1,1,3,3,3,1,1,1,1,
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,
0,1,1,1,1,3,3,3,3,3,3,1,1,1,1,0,
0,0,0,0,3,3,3,3,3,3,3,3,0,0,0,0,
0,0,2,2,3,3,3,3,3,3,3,3,0,0,0,0,
0,2,2,2,2,2,3,3,3,3,3,2,2,2,0,0,
0,2,2,2,2,2,2,3,3,3,2,2,2,2,0,0,
0,0,2,2,2,2,2,0,0,2,2,2,0,0,0,0];
leftrecipe.pallet.push(0xFFff0000, 0xFF4090c0, 0xFF305080, 0xFFa0fff0);
leftrecipe.transparent = 0;
_tekiLeftDirection = new DotDraw(leftrecipe);
_tekiRightDirection.visible = false;
_tekiLeftDirection.visible = true;
_tekiRightDirection.x -=16; //ビットマップの座標の指定とかよく理解できてません。。。
_tekiRightDirection.y -=16;
_tekiLeftDirection.x -=16;
_tekiLeftDirection.y -=16;
addChild(_tekiRightDirection);
addChild(_tekiLeftDirection);
}
}
class Recipe
{
public var width:uint = 0;
public var height:uint = 0;
public var scale:Number = 1.0;
public var data:/*uint*/Array = new Array();
public var pallet:/*uint*/Array = new Array();
public var transparent:int = -1;
}
class DotDraw extends Sprite
{
public function DotDraw(recipe:Recipe) {
for (var index:uint = 0; index < recipe.width * recipe.height; ++index) {
var x:uint = index % recipe.width;
var y:uint = uint(index / recipe.width);
var datum:uint = recipe.data[x + (y * recipe.width)];
var color:uint = recipe.pallet[datum];
var scale:Number = recipe.scale;
var alpha:Number = (datum == recipe.transparent) ? 0.0 : 1.0;
this.graphics.beginFill(color, alpha);
this.graphics.drawRect(x * scale, y * scale, scale, scale);
this.graphics.endFill();
}
}
}
import flash.display.Stage;
import flash.events.KeyboardEvent;
import flash.ui.Keyboard;
class Input {
private static var _leftKey:Boolean; // 左キー
private static var _rightKey:Boolean; // 右キー
private static var _aButton:Boolean; // Aボタン
public static function get leftKey():Boolean { return Input._leftKey; }
public static function get rightKey():Boolean { return Input._rightKey; }
public static function get aButton():Boolean { return Input._aButton; }
public static function enable(target:Stage):void {
target.addEventListener(KeyboardEvent.KEY_DOWN, Input.onKeyDown);
target.addEventListener(KeyboardEvent.KEY_UP, Input.onKeyUp);
}
private static function onKeyDown(e:KeyboardEvent):void {
switch(e.keyCode) {
case Keyboard.LEFT:
Input._leftKey = true;
break;
case Keyboard.RIGHT:
Input._rightKey = true;
break;
case 90: // Z
Input._aButton = true;
break;
}
}
private static function onKeyUp(e:KeyboardEvent):void {
switch(e.keyCode) {
case Keyboard.LEFT:
Input._leftKey = false;
break;
case Keyboard.RIGHT:
Input._rightKey = false;
break;
case 90: // Z
Input._aButton = false;
break;
}
}
}
import flash.display.*;
import flash.system.*;
import flash.text.*;
/**-----------------------------------------------------
* カスタムボタン。
* ----------------------------------------------------- */
class CustomButton extends SimpleButton {
private var btnName : String = "";//ボタン名
private var btnNo : int = 0;//ボタン番号
/**-----------------------------------------------------
* コンストラクタ。
* ----------------------------------------------------- */
public function CustomButton(label:String="",no:int=0) {
btnName = label;
btnNo = no;
//状態
upState = makeSprite(label,0x00ff00);
overState = upState;
downState = makeSprite(label,0x0000ff);
hitTestState = upState;
}
public function getBtnName():String {
return btnName;
}
public function getBtnNo():int {
return btnNo;
}
/**-----------------------------------------------------
* ボタン用スプライト作成。
* ----------------------------------------------------- */
private function makeSprite(text:String,color:uint):Sprite{
//ボタン用ラベル作成
var label : TextField = new TextField();
label.text = text;
label.autoSize = TextFieldAutoSize.CENTER;
label.selectable = false;
//ボタン用スプライト作成
var sp:Sprite = new Sprite();
sp.graphics.beginFill(color);
sp.graphics.drawRoundRect(0, 0, 100, 20, 15);
sp.graphics.endFill();
sp.alpha = 0.8;
sp.addChild(label);
//ラベル用フォーマット設定
var format:TextFormat=new TextFormat();
format.font = "Courier New";
format.bold = true;
format.size = 13;
label.setTextFormat(format);
return sp;
}
}