水砂分離ゲーム!
水と砂がごちゃまぜで降ってくるのを分離する程度のゲーム
・・・を作る予定。
侵食付けたら難易度かなりあがったwwww
/**
* Copyright FOXEye ( http://wonderfl.net/user/FOXEye )
* MIT License ( http://www.opensource.org/licenses/mit-license.php )
* Downloaded from: http://wonderfl.net/c/5xij
*/
// forked from kuma360's 砂ゲー
package
{
import com.bit101.components.*;
import flash.display.*;
import flash.events.*;
import flash.geom.*;
import flash.net.navigateToURL;
import flash.net.URLRequest;
import flash.net.URLVariables;
[SWF ( width = 465, height = 465, frameRate = 60 )];
public class Main extends Sprite
{
private var _CANVAS:BitmapData = new BitmapData ( stage.stageWidth , stage.stageHeight , false , 0 ) ;
//宣伝用//////////////////////
private var _S0:PushButton ;
/////////////////////////////
private var _B0:PushButton ;
private var _B1:PushButton ;
private var _B2:PushButton ;
private var _B3:PushButton ;
private var _CLICK:Boolean = false ;
private var _COLOR:uint = 0x836034;
private var _BX:int = 0 ;
private var _BY:int = 0 ;
private var _FrameCnt:int = 1;
public function Main():void {
addChild ( new Bitmap ( _CANVAS ) ) ;
//宣伝用////////////////////////////////////////////////////
_S0 = new PushButton ( this, 465-100 , 0, "Ad:kuma-flashgame" ) ;
_S0.addEventListener ( MouseEvent.CLICK , function ():void { var url:URLRequest = new URLRequest ( "http://kuma-flashgame.blogspot.com/" ) ; navigateToURL( url ); } ) ;
//////////////////////////////////////////////////////////
_B0 = new PushButton ( this, 10 , 25, "ERASE" ) ;
_B1 = new PushButton ( this, 120 , 25, "WALL" ) ;
_B2 = new PushButton ( this, 230 , 25, "SLOW" ) ;
_B3 = new PushButton ( this, 340 , 25, "FAST" ) ;
_B1.enabled = false ;
_B2.enabled = false ;
_B0.addEventListener ( MouseEvent.CLICK , function ():void { _COLOR = 0x000000 ; _B0.enabled = false ; _B1.enabled = true ; } ) ;
_B1.addEventListener ( MouseEvent.CLICK , function ():void { _COLOR = 0x836034 ; _B0.enabled = true ; _B1.enabled = false ; } ) ;
_B2.addEventListener ( MouseEvent.CLICK , function ():void { _FrameCnt = 1 ; _B2.enabled = false ; _B3.enabled = true ; } ) ;
_B3.addEventListener ( MouseEvent.CLICK , function ():void { _FrameCnt = 5 ; _B2.enabled = true ; _B3.enabled = false ; } ) ;
//////////////////////////////////////////////////////////
//*初期動作:タンク生成
//左右
for(var I:int = 60;I<100;++I){
_CANVAS.setPixel(185,I,0x836034);
_CANVAS.setPixel(186,I,0x836034);
_CANVAS.setPixel(187,I,0x836034);
_CANVAS.setPixel(188,I,0x836034);
_CANVAS.setPixel(189,I,0x836034);
_CANVAS.setPixel(190,I,0x836034);
_CANVAS.setPixel(191,I,0x836034);
_CANVAS.setPixel(192,I,0x836034);
_CANVAS.setPixel(193,I,0x836034);
_CANVAS.setPixel(194,I,0x836034);
_CANVAS.setPixel(260,I,0x836034);
_CANVAS.setPixel(261,I,0x836034);
_CANVAS.setPixel(262,I,0x836034);
_CANVAS.setPixel(263,I,0x836034);
_CANVAS.setPixel(264,I,0x836034);
_CANVAS.setPixel(265,I,0x836034);
_CANVAS.setPixel(266,I,0x836034);
_CANVAS.setPixel(267,I,0x836034);
_CANVAS.setPixel(268,I,0x836034);
_CANVAS.setPixel(269,I,0x836034);
}
for(I=185;I<270;++I){
_CANVAS.setPixel(I,105,0x836034);
_CANVAS.setPixel(I,104,0x836034);
_CANVAS.setPixel(I,103,0x836034);
_CANVAS.setPixel(I,102,0x836034);
_CANVAS.setPixel(I,101,0x836034);
_CANVAS.setPixel(I,100,0x836034);
_CANVAS.setPixel(I,99,0x836034);
_CANVAS.setPixel(I,98,0x836034);
_CANVAS.setPixel(I,97,0x836034);
_CANVAS.setPixel(I,96,0x836034);
}
//*/
//////////////////////////////////////////////////////////
stage.addEventListener ( MouseEvent.MOUSE_DOWN , function ():void { _CLICK = true ; } ) ;
stage.addEventListener ( MouseEvent.MOUSE_UP , function ():void { _CLICK = false; } ) ;
addEventListener ( Event.ENTER_FRAME , RUN ) ;
}
public function RUN ( e:Event ):void {
_CANVAS.lock() ;
////////////////////////////////////
//上壁
for(var I:int = 0;I<_CANVAS.width;++ I){
_CANVAS.setPixel(I,59,0x836034);
_CANVAS.setPixel(I,60,0x836034);
}
//左右壁 ちょっと厚め
for(I=60;I<_CANVAS.height;++I){
_CANVAS.setPixel(0,I,0x836034);
_CANVAS.setPixel(1,I,0x836034);
_CANVAS.setPixel(2,I,0x836034);
_CANVAS.setPixel(3,I,0x836034);
_CANVAS.setPixel(4,I,0x836034);
_CANVAS.setPixel(_CANVAS.width-1,I,0x836034);
_CANVAS.setPixel(_CANVAS.width-2,I,0x836034);
_CANVAS.setPixel(_CANVAS.width-3,I,0x836034);
_CANVAS.setPixel(_CANVAS.width-4,I,0x836034);
_CANVAS.setPixel(_CANVAS.width-5,I,0x836034);
}
////////////////////////////////////
//マウスクリック
if ( _CLICK && 60 < mouseY && 60 < _BY ) {
for ( var J:int = 0 ; J < 20 ; ++ J ) {
var R:Number = J / 20 ;
_CANVAS.fillRect ( new Rectangle ( _BX * R + mouseX * ( 1 - R ) , _BY * R + mouseY * ( 1 - R ) , 5 , 5 ) , _COLOR ) ;
}
}
_BX = mouseX ;
_BY = mouseY ;
//FrameCnt数だけループ
for(var N:int = 0;N < _FrameCnt; ++N){
////////////////////////////////////
//New Sand & Watar Make
for ( I= 200 ; I < 250 ; ++ I ) {
if ( Math.random() < .1 ) {
if(_CANVAS.getPixel(I-2 , 61)==0x000000)_CANVAS.setPixel ( I-2 , 61 , 0xF7E779 ) ;
if(_CANVAS.getPixel(I-1 , 61)==0x000000)_CANVAS.setPixel ( I-1 , 61 , 0x80A2F0 ) ;
if(_CANVAS.getPixel(I , 61)==0x000000)_CANVAS.setPixel ( I , 61 , 0xF7E779 ) ;
if(_CANVAS.getPixel(I+1 , 61)==0x000000)_CANVAS.setPixel ( I+1 , 61 , 0x80A2F0 ) ;
if(_CANVAS.getPixel(I+2 , 61)==0x000000)_CANVAS.setPixel ( I+2 , 61 , 0xF7E779 ) ;
}
}
////////////////////////////////////
//Move
for ( var X:int = 0 ; X < _CANVAS.width ; ++ X ) {
for ( var Y:int = _CANVAS.height - 1 ; Y >= 0 ; -- Y ) {
var C:uint = _CANVAS.getPixel ( X , Y ) ;
if ( C == 0 ) {
continue ;
}
if ( C == 0xF7E779 ) {
//Sand
var T:uint ;
var TX:int ;
{//落下
T = _CANVAS.getPixel ( X , Y + 1 ) ;
if ( T == 0 ) {
_CANVAS.setPixel ( X , Y , T ) ;
_CANVAS.setPixel ( X , Y + 1 , C ) ;
continue ;
}
//水より砂の方が重い,適当な確率で場所の置換を許す。
if ( T == 0x80A2F0 && Math.random() < .5 ) {
_CANVAS.setPixel ( X , Y , T ) ;
_CANVAS.setPixel ( X , Y + 1 , C ) ;
continue ;
}
//侵食された壁なら低確率で破損。
if ( T == 0x41301A && Math.random() < .005 ){
_CANVAS.setPixel ( X , Y , 0x000000 ) ;
_CANVAS.setPixel ( X , Y + 1 , C ) ;
continue ;
}
//壁なら低確率で侵食。
if ( T == 0x836034 && Math.random() < .003 ){
_CANVAS.setPixel ( X , Y + 1 , 0x41301A ) ;
}
}
{//左右移動
TX = X + Math.floor ( Math.random() * 7 ) - 3 ;
T = _CANVAS.getPixel ( TX , Y ) ;
if ( T == 0 ) {
_CANVAS.setPixel ( X , Y , T ) ;
_CANVAS.setPixel ( TX , Y , C ) ;
continue ;
}
//水より砂の方が重い,適当な確率で場所の置換を許す。
if ( T == 0x80A2F0 && Math.random() < .8 ) {
_CANVAS.setPixel ( X , Y , T ) ;
_CANVAS.setPixel ( TX , Y , C ) ;
continue ;
}
//侵食された壁なら低確率で破損。
if ( T == 0x41301A && Math.random() < .002 ){
_CANVAS.setPixel ( X , Y , 0x000000 ) ;
_CANVAS.setPixel ( TX , Y , C ) ;
continue ;
}
//壁なら低確率で侵食。
if ( T == 0x836034 && Math.random() < .0007 ){
_CANVAS.setPixel ( TX , Y , 0x41301A ) ;
}
}
}
if ( C == 0x80A2F0 ) {
//Watar
{//落下
T = _CANVAS.getPixel ( X , Y + 1 ) ;
if ( T == 0 ) {
_CANVAS.setPixel ( X , Y , T ) ;
_CANVAS.setPixel ( X , Y + 1 , C ) ;
continue ;
}
}
{//左右移動
TX = X + Math.floor ( Math.random() * 11 ) - 5 ;
T = _CANVAS.getPixel ( TX , Y ) ;
if ( T == 0 ) {
_CANVAS.setPixel ( X , Y , T ) ;
_CANVAS.setPixel ( TX , Y , C ) ;
continue ;
}
}
}
}
}
}
_CANVAS.unlock() ;
}
}
}