/**
* Copyright ifedotov29 ( http://wonderfl.net/user/ifedotov29 )
* MIT License ( http://www.opensource.org/licenses/mit-license.php )
* Downloaded from: http://wonderfl.net/c/2l6i
*/
// forked from keim_at_Si's BulletRunner Sample
package {
import flash.geom.*;
import flash.text.*;
import flash.events.*;
import flash.display.*;
import flash.ui.Keyboard;
import org.si.cml.*;
import org.si.cml.extensions.*;
// simplest sample of whole shmups with BulletRunner
[SWF(width="300", height="400", frameRate="20")]
public class BulletRunnerSample extends Sprite {
// root object
private var _root:Sprite;
// player object
private var _player:Player;
// frame counter
private var _frameCount:int;
// miss count
private var _missCount:int;
// score
private var _score:int;
// score board
private var tf:TextField;
// root CML (stage sequence)
// This CML statement creates new enemy every 60frames, and increment rank by 0.1 for every 4 enemies.
// "py-200" : set y position of root as -200
// "[" : start loops
// "px$??*120" : set x position of root as "(rand()*2-1)*120". the "$??" returns (rand()*2-1).
// "n{10}" : "n" command with sequence parameter of "10". this command calls onRootNew()
// "w40-$r*20" : wait (40-rank*20) frames. "$r" refers CMLObject.rank.
// "]4" : end loop with 4 times repeating.
// "l$r+=0.1" : increment rank by 0.1. "l"(let) command executes calculation.
// "]" : end loop with repeating infinitely.
private var rootCML:String = "py-200[[px$??*120n{10}w40-$r*20]4l$r+=0.1]"
function BulletRunnerSample() {
addEventListener(Event.ADDED_TO_STAGE, onAddedToStage);
}
private function onAddedToStage(e:Event) : void {
removeEventListener(Event.ADDED_TO_STAGE, onAddedToStage);
// create score board
tf = new TextField();
tf.autoSize = "left";
addChild(tf);
// draw field graphics and add field
Bullet.field.x = 150;
Bullet.field.y = 200;
Bullet.field.graphics.lineStyle(2,0);
Bullet.field.graphics.drawRect(-150, -200, 300, 400);
addChild(Bullet.field);
// set scope limit of all bullet,
// callback function of BulletRunner "onDestroy" is called when the object escapes from the scope.
BulletRunner.setDefaultScope(-150, -200, 300, 400);
// usually, create root object (invisible) first of all.
_root = new Sprite();
// apply BulletRunner to root object
var br:BulletRunner = BulletRunner.apply(_root);
// set callback functions
br.callbacks = {"onNew":onRootNew};
// run CML sequence with root object.
br.runSequence(rootCML);
// create player object and add to field
_player = new Player();
Bullet.field.addChild(_player);
// initialize variables
_missCount = 0;
_score = 0;
updateTextField();
// enter frame event
addEventListener(Event.ENTER_FRAME, onEnterFrame);
stage.addEventListener(KeyboardEvent.KEY_DOWN, onKeyDown);
stage.addEventListener(KeyboardEvent.KEY_UP, onKeyUp);
}
// callback by "n" command of root object
public function onRootNew(args:Array) : BulletRunner
{
return Bullet.createNewBullet(args, true);
}
// enter frame event handler
public function onEnterFrame(e:Event) : void
{
var i:int, j:int, imax:int, jmax:int, bullet:Bullet, shot:Shot;
_frameCount++;
// update target position
_player.x += _player.vx;
_player.y += _player.vy;
BulletRunner.updateTargetPosition(_player.x, _player.y);
// create shot
if (_player.shooting && (_frameCount&1)) {
shot = new Shot();
shot.x = _player.x;
shot.y = _player.y - 6;
Bullet.field.addChild(shot);
}
// hit check between shots and enemies
imax = Shot.instances.length;
jmax = Bullet.enemies.length;
for (j=0; j<jmax; j++) {
bullet = Bullet.enemies[j];
for (i=0; i<imax; i++) {
shot = Shot.instances[i];
if (shot.hitTestObject(bullet)) {
bullet.damage(0.2);
shot.destroy();
_score++;
updateTextField();
i--;
imax--;
break;
}
}
}
// hit check between bullets and player
if (_player.ignoreHit > 0) {
_player.ignoreHit--;
_player.alpha = _frameCount & 1;
} else {
_player.alpha = 1;
imax = Bullet.instances.length;
for (i=0; i<imax; i++) {
bullet = Bullet.instances[i];
if (bullet.hitTestObject(_player)) {
bullet.disappear();
miss();
}
}
}
}
// missed
public function miss() : void
{
_missCount++;
_player.ignoreHit = 20;
updateTextField();
}
// update text field
public function updateTextField() : void
{
// you can access rank value by CMLObject.globalRank
tf.text = "SCORE : " + _score.toString() + " / MISS : " + _missCount.toString() + " / RANK : " + CMLObject.globalRank.toString();
}
// key down event handler
public function onKeyDown(e:KeyboardEvent) : void
{
switch (e.keyCode) {
case Keyboard.UP:
_player.vy = -10;
break;
case Keyboard.DOWN:
_player.vy = 10;
break;
case Keyboard.LEFT:
_player.vx = -10;
break;
case Keyboard.RIGHT:
_player.vx = 10;
break;
case Keyboard.SPACE:
_player.shooting = true;
break;
}
}
// key up event handler
public function onKeyUp(e:KeyboardEvent) : void
{
switch (e.keyCode) {
case Keyboard.UP:
case Keyboard.DOWN:
_player.vy = 0;
break;
case Keyboard.LEFT:
case Keyboard.RIGHT:
_player.vx = 0;
break;
case Keyboard.SPACE:
_player.shooting = false;
break;
}
}
}
}
import org.si.cml.*;
import org.si.cml.extensions.*;
import flash.display.*;
import flash.events.*;
// bullet class
class Bullet extends Shape {
// field
static public var field:Sprite = new Sprite();
// all instances in the field (shortcut of field.ChildAt())
static public var instances:Array = [];
// all enemy instances in the field
static public var enemies:Array = [];
// sequence of enemy
static public var sequences:Array = [
new CMLSequence("v0,10i20v~bm5,120 [f4+$r*4{6}w20]3ay0.3"), // 5 way barrage, repeat 3 times
new CMLSequence("v0,10i20v~bm5,0,2 [f7-$r*3{5}w20]3ay0.3"), // 5 straight bullets, repeat 3 times
new CMLSequence("v0,10i20v~bm5,0,0,2 [f8+$r*6{3}w20]3 ay0.3"), // 5 rapid-fire cannon, repeat 3 times
new CMLSequence("v0,10i20v~bm8,15,4,2htx[f7+$r*3{4}w30]2ay0.3"), // 5 "whip" type barrage, repeat 2 times
new CMLSequence("v0,10i20v~br5,30,2,4[f8+$r*6{4}w30]2ay0.3"), // 5 random bullets, repeat 2 times
new CMLSequence("v0,10i20v~bm12,360 [f8{6i10v~vd6+$r*8}w30]2ay0.3"), // 12 round barrage, repeat 2 times
new CMLSequence("v0,10i20v~bm24,360,0,1bm2,180 f4+$r*8{3}w60 ay0.3") // doubled all range barrage
];
// bullet runner of this bullet
private var _bulletRunner:BulletRunner;
// create as first bullet that runs sequence
private var _createdAsEnemy:Boolean;
// life of this bullet
private var _life:Number;
function Bullet(radius:int, createAsEnemy:Boolean) {
super();
// draw bullet graphics
graphics.lineStyle(2, 0x404040);
graphics.beginFill(0xc0c0c0);
graphics.drawCircle(0, 0, radius);
graphics.endFill();
// create as enemy
_createdAsEnemy = createAsEnemy;
}
// disappear
public function disappear() : void {
// set destruction flag.
// the system calls "onDestroy" if the destuction flag is set
_bulletRunner.destroy(0);
}
// damage and destroy this bullet
public function damage(d:Number) : void {
_life -= d;
if (_life <= 0) {
// set destruction flag.
// the system calls "onDestroy" if the destuction flag is set
_bulletRunner.destroy(1);
}
}
// call back when the object appears on the CML stage
public function onCreate(br:BulletRunner) : void {
// get bullet runner of this instance
_bulletRunner = br;
// add to the field when the object appears on the CML stage
field.addChild(this);
instances.push(this);
// run random sequence when this object is created as first bullet
if (_createdAsEnemy) {
var seqIndex:int = int(Math.random() * sequences.length);
br.runSequence(sequences[seqIndex]);
enemies.push(this);
_life = 1;
}
}
// call back in each frame
public function onUpdate(br:BulletRunner) : void {
}
// call back when the object escapes from the CML stage or BulletRunner.destroy() is called.
public function onDestroy(br:BulletRunner) : void {
var exp:Exprosion;
// destructionStatus is a reference for the argument of CMLObject.destroy()
switch (br.destructionStatus) {
case 0: // ussualy escape from stage
break;
case 1:
exp = new Exprosion();
exp.x = x;
exp.y = y;
field.addChild(exp);
break;
}
// remove instance
if (_createdAsEnemy) enemies.splice(enemies.indexOf(this), 1);
instances.splice(instances.indexOf(this), 1);
field.removeChild(this);
}
// call back when new object is requested by 'n' command.
public function onNew(args:Array) : BulletRunner {
return createNewBullet(args, false);
}
// call back when new object is requested by 'f' command.
public function onFire(args:Array) : BulletRunner {
return createNewBullet(args, false);
}
// create new bullet
static public function createNewBullet(args:Array, createAsEnemy:Boolean) : BulletRunner {
// your own instance, "args" refers the arguments of sequence
var newBullet:Bullet = new Bullet(args[0], createAsEnemy);
// create new bullet runner that has your own instance
var br:BulletRunner = BulletRunner.apply(newBullet);
br.callbacks = newBullet;
return br;
}
}
// exprosion
class Exprosion extends Shape {
function Exprosion() {
graphics.lineStyle(2, 0x404040);
graphics.drawCircle(0, 0, 10);
graphics.endFill();
addEventListener(Event.ENTER_FRAME, onEnterFrame);
scaleX = scaleY = 0;
alpha = 1;
}
public function onEnterFrame(e:Event) : void {
alpha -= 0.1;
scaleX += alpha*0.5;
scaleY = scaleX;
if (alpha < 0) {
parent.removeChild(this);
removeEventListener(Event.ENTER_FRAME, onEnterFrame);
}
}
}
// player class
// player's shot class