ロクがニャーニャー拳!
mouse down : power charge
mouse up : attack
・黄色ゲージと青ゲージが重なっているタイミングでマウスを離すと相手にダメージ。
・タイミングが悪いと自分にダメージ。
・モンスターが着地した瞬間に力を溜めていると自分にダメージ。
・力を溜めれば溜めるほど、与えるダメージ、受けるダメージが増加。
/**
* Copyright buccchi ( http://wonderfl.net/user/buccchi )
* MIT License ( http://www.opensource.org/licenses/mit-license.php )
* Downloaded from: http://wonderfl.net/c/7OuP
*/
// forked from hacker_9vjnvtdz's GYAOS_sample
/**
* Copyright hacker_9vjnvtdz ( http://wonderfl.net/user/hacker_9vjnvtdz )
* MIT License ( http://www.opensource.org/licenses/mit-license.php )
* Downloaded from: http://wonderfl.net/c/f6f2
*/
/*
attak
*/
package
{
import flash.display.*;
import flash.events.*;
[SWF(width="465", height="465", backgroundColor="#579741", frameRate="30")]
public class FlashTest extends MovieClip
{
private var _battleController:BattleController;
private var _monsters:Vector.<Monster>;
private var _monsterIndex:uint = 0;
private var _loadedCount:Number = 0;
public function FlashTest():void {
_monsters = new Vector.<Monster>();
var monsterA:Monster = new Monster({
url:"http://assets.wonderfl.net/images/related_images/5/57/5728/5728bb5057da70c62a2bff824fac59cf139bcb44", //画像のパス
scale:1.6, //スケール
diffX:5, //影のずれ補正
diffY:-5, //影のずれ補正
cameraDistBase:400, //カメラの距離
zRange:500, //吹っ飛ぶ量
speed:1, //ジャンプスピード
jumpIntervalMin:.1, //ジャンプの間隔(秒)
jumpIntervalMax:1, //ジャンプの間隔(秒)
attackPt:.1, //モンスター攻撃力(0~1)
defensePt:.6, //モンスター防御力(0~1)
hitRangeMin:.4, //攻撃ゲージの最小割合(0~1)
hitRangeMax:.7 //攻撃ゲージの最大割合(0~1)
});
var monsterB:Monster = new Monster({
url:"http://assets.wonderfl.net/images/related_images/6/6d/6d2a/6d2aac9165308e05d07f52232f99bfe9d52a06fb", //画像のパス
scale:2.5, //スケール
diffX:1, //影のずれ補正
diffY:-40, //影のずれ補正
cameraDistBase:700, //カメラの距離
zRange:1000, //吹っ飛ぶ量
speed:1.8, //ジャンプスピード
jumpIntervalMin:.8, //ジャンプの間隔(秒)
jumpIntervalMax:1.8, //ジャンプの間隔(秒)
attackPt:.18, //モンスター攻撃力(0~1)
defensePt:.65, //モンスター防御力(0~1)
hitRangeMin:.1, //攻撃ゲージの最小割合(0~1)
hitRangeMax:.4 //攻撃ゲージの最大割合(0~1)
});
var monsterC:Monster = new Monster({
url:"http://assets.wonderfl.net/images/related_images/9/9a/9a67/9a674310835d956620db269594b14241d8c079ba", //画像のパス
scale:7, //スケール
diffX:0, //影のずれ補正
diffY:-10, //影のずれ補正
cameraDistBase:1100, //カメラの距離
zRange:1500, //吹っ飛ぶ量
speed:1.1, //ジャンプスピード
jumpIntervalMin:.1, //ジャンプの間隔(秒)
jumpIntervalMax:1.2, //ジャンプの間隔(秒)
attackPt:.25, //モンスター攻撃力(0~1)
defensePt:.87, //モンスター防御力(0~1)
hitRangeMin:.04, //攻撃ゲージの最小割合(0~1)
hitRangeMax:.25 //攻撃ゲージの最大割合(0~1)
});
_monsters.push( monsterA );
_monsters.push( monsterB );
_monsters.push( monsterC );
loadMonsters();
}
public function loadMonsters():void {
for(var i:uint=0; i<_monsters.length; i++){
_monsters[i].addEventListener(MonsterEvent.LOAD_COMPLETE, onLoaded);
_monsters[i].load();
}
}
private function onLoaded(e:MonsterEvent):void {
_loadedCount++;
if(_loadedCount >= _monsters.length){
onMonstersLoaded();
}
}
//すべてのモンスター読み込み完了
private function onMonstersLoaded():void {
var gaugeView:GaugeView = new GaugeView();
var battle3DView:Battle3DView = new Battle3DView();
_battleController = new BattleController(gaugeView, battle3DView);
_battleController.addEventListener(BattleEvent.WIN, winHandler);
_battleController.addEventListener(BattleEvent.LOSE, loseHandler);
addChild(_battleController);
_battleController.setMonster(_monsters[_monsterIndex]);
}
//勝利
private function winHandler(e:BattleEvent):void {
var messagePanel:MessagePanel = new MessagePanel();
messagePanel.addEventListener(Event.COMPLETE, onClickHandler);
addChild(messagePanel);
if(_monsterIndex < _monsters.length-1){
messagePanel.setWinMessage();
}else{
messagePanel.setClearMessage();
}
}
private function onClickHandler(e:Event):void {
removeChild( e.target as MessagePanel);
//次のバトルをセット
_monsterIndex++;
if(_monsterIndex > _monsters.length-1) _monsterIndex = 0;
_battleController.setMonster(_monsters[_monsterIndex]);
}
//敗北
private function loseHandler(e:BattleEvent):void {
var messagePanel:MessagePanel = new MessagePanel();
addChild(messagePanel);
messagePanel.setLoseMessage();
}
}
}
import flash.display.*;
import flash.events.*;
import flash.geom.Point;
import flash.geom.Rectangle;
import flash.net.URLRequest;
import flash.system.LoaderContext;
import flash.utils.Timer;
import org.papervision3d.core.utils.*;
import org.papervision3d.view.BasicView;
import org.papervision3d.objects.primitives.*;
import org.papervision3d.objects.parsers.DAE;
import org.papervision3d.objects.DisplayObject3D;
import org.papervision3d.materials.*;
import org.papervision3d.view.layer.util.*;
import org.papervision3d.events.FileLoadEvent;
import org.papervision3d.core.clipping.*;
import org.papervision3d.cameras.*;
import org.papervision3d.core.geom.renderables.Vertex3D;
import org.papervision3d.scenes.Scene3D;
import org.papervision3d.view.Viewport3D;
import org.papervision3d.objects.special.ParticleField;
import org.papervision3d.materials.special.ParticleMaterial;
import com.bit101.components.*;
import flash.geom.ColorTransform;
import flash.filters.GlowFilter;
import org.libspark.betweenas3.BetweenAS3;
import org.libspark.betweenas3.tweens.ITween;
import org.libspark.betweenas3.easing.*;
import org.libspark.betweenas3.events.TweenEvent;
/* */
class MessagePanel extends Sprite {
private var _message:Label;
private var _button:PushButton;
private var _timer:Timer;
private var _baseSpr:Sprite;
public function MessagePanel():void {
addEventListener(Event.ADDED, onAddedHandler);
}
private function setTimer(d:Number, f:Function):void {
_timer = new Timer(d, 1);
_timer.addEventListener(TimerEvent.TIMER_COMPLETE, f);
_timer.start();
}
public function setWinMessage():void {
setTimer(1500, fadeWinMessage);
}
private function fadeWinMessage(e:TimerEvent):void {
_timer.removeEventListener(TimerEvent.TIMER_COMPLETE, fadeWinMessage);
_message = new Label(this, 0, 0, "YOU WIN!");
_message.scaleX = _message.scaleY = 2;
changeLabelColor(_message);
_message.alpha = 0;
_message.x = -Math.floor(_message.width);
_message.y = -60;
_button = new PushButton(this, 0, 0, "NEXT BATTLE!", onNextBattle);
_button.x = -Math.floor(_button.width/2);
_button.y = -15;
_button.alpha = 0;
BetweenAS3.serial(
BetweenAS3.tween(_message, { alpha:1 }, null, 1, Sine.easeOut),
BetweenAS3.tween(_button, { alpha:1 }, null, 1, Cubic.easeOut)
).play();
}
//
public function setClearMessage():void {
setTimer(2000, fadeClearMessage);
}
private function fadeClearMessage(e:TimerEvent):void {
_timer.removeEventListener(TimerEvent.TIMER_COMPLETE, fadeClearMessage);
_message = new Label(this, 0, 0, "CONGRATULATIONS!!");
_message.scaleX = _message.scaleY = 2;
changeLabelColor(_message);
_message.alpha = 0;
_message.x = -Math.floor(_message.width);
_message.y = -20;
BetweenAS3.tween(_message, { alpha:1 }, null, 1, Sine.easeOut).play();
}
//
public function setLoseMessage():void {
_baseSpr = new Sprite();
_baseSpr.graphics.beginFill (0xFF3300, 1);
_baseSpr.graphics.drawRect(-50, -50, 100, 100);
_baseSpr.blendMode = "multiply";
onResizeHandler(null);
addChild(_baseSpr);
setTimer(1500, fadeLoseMessage);
}
private function fadeLoseMessage(e:TimerEvent):void {
_timer.removeEventListener(TimerEvent.TIMER_COMPLETE, fadeLoseMessage);
_message = new Label(this, 0, 0, "YOU LOSE...");
_message.scaleX = _message.scaleY = 2;
changeLabelColor(_message);
_message.alpha = 0;
_message.x = -Math.floor(_message.width);
_message.y = -20;
BetweenAS3.tween(_message, { alpha:1 }, null, 1, Sine.easeOut).play();
}
private function changeLabelColor(obj:Label):void {
var colorTransform:ColorTransform = obj.textField.transform.colorTransform;
colorTransform.color = 0xFFFFFF;
obj.textField.transform.colorTransform = colorTransform;
obj.filters = [new GlowFilter(0x000000, 1, 4, 4, 255, 1)];
}
private function onNextBattle(e:Event):void {
dispatchEvent(new Event(Event.COMPLETE));
}
private function onResizeHandler(e:Event):void {
x = Math.floor(stage.stageWidth/2);
y = Math.floor(stage.stageHeight/2);
if(_baseSpr != null){
_baseSpr.width = stage.stageWidth+1;
_baseSpr.height = stage.stageHeight+1;
}
}
private function onAddedHandler(e:Event):void {
removeEventListener(Event.ADDED, onAddedHandler);
addEventListener(Event.REMOVED, onRemovedHandler);
stage.addEventListener(Event.RESIZE, onResizeHandler);
onResizeHandler(null);
}
private function onRemovedHandler(e:Event):void {
removeEventListener(Event.REMOVED, onRemovedHandler);
stage.removeEventListener(Event.RESIZE, onResizeHandler);
}
}
/* バトル制御 */
class BattleController extends Sprite {
private var _gaugeView:GaugeView;
private var _battle3DView:Battle3DView;
private var _isMouseDown:Boolean; //interactiveプロパティをtrueにするとマウスイベントが2回呼ばれるみたいなので回避用
private var _attackRad:Number = 0;
private var _isAttackWait:Boolean; //攻撃待機
private var _isBattleWait:Boolean; //戦闘待機
private var _waitCount:Number = 0;
//attackBar
private var _pow:Number = 0; //威力(0~1)
private var _attackPtRatio:Number;
private var _hitRangeX:Number; //hitRangeの位置(0~1)
private var _hitRangeW:Number; //hitRangeの幅(0~1)
private var _rokuHP:Number = 1; //(0~1)
private var _monsterHP:Number = 1;//(0~1)
private var _attackPt:Number = .2; //モンスター攻撃力(0~1)
private var _defensePt:Number = .8; //モンスター防御力(0~1)
private var _hitRangeMax:Number = .4; //バーの何パーセントをあたり判定にするか(モンスターごとに異なる)
private var _hitRangeMin:Number = .04; /*.01*/; //最小値
//ゲージの色変化
private var _colorCount:Number = 0;
private var _isColorRed:Boolean;
//モンスター制御
private var _monsterController:MonsterController;
public function get pow():Number {
return _pow;
}
// モンスターセット
public function setMonster(v:Monster):void {
//数値リセット
_monsterHP = 1;
_gaugeView.changeMonsterHP( _monsterHP );
//
_battle3DView.monster = v;
var s:Object = v.statusObj;
_attackPt = s.attackPt;
_defensePt = s.defensePt;
_hitRangeMax = s.hitRangeMax;
_hitRangeMin = s.hitRangeMin;
//(影のずれ補正, スケール, 吹っ飛ぶ量, スピード)
_monsterController.setMonsterData(s.diffX, s.diffY, s.scale, s.zRange, s.speed, s.jumpIntervalMin, s.jumpIntervalMax);
_isBattleWait = false;
}
public function BattleController(gaugeView:GaugeView, battle3DView:Battle3DView):void {
_battle3DView = battle3DView;
addChild(_battle3DView);
_gaugeView = gaugeView;
addChild(_gaugeView);
_monsterController = new MonsterController();
_monsterController.addEventListener(MonsterEvent.ATTACK, monsterAttack);
addEventListener(Event.ADDED, onAddedHandler);
}
//monsterの攻撃
private function monsterAttack(e:MonsterEvent):void {
rokuDamage();
//カメラを揺らす
_battle3DView.shakeCamera();
}
private function rokuDamage():void {
if(_isBattleWait) return;
_rokuHP -= _attackPt*_pow;
_gaugeView.changeRokuHP( _rokuHP );
if(_rokuHP <= 0){
_gaugeView.shake(1);
//攻撃待機
_isBattleWait = true;
_gaugeView.changeAttackColor(0x666666);
_gaugeView.loseGauge();
_pow = 0;
onMUpHandler(null);
//敗北を通知
dispatchEvent(new BattleEvent(BattleEvent.LOSE));
}else{
_gaugeView.shake(_pow);
}
if(_pow > 0 ) {
_gaugeView.changeHitRangeColor(GaugeView.DAMAGE);
_isColorRed = true;
_colorCount = 10;
}
_battle3DView.monsterAttack(_pow);
}
public function onMDownHandler(e:MouseEvent):void {
if(!_isMouseDown){
_isMouseDown = true;
}
}
public function onMUpHandler(e:MouseEvent):void {
if(_isMouseDown){
_isMouseDown = false;
if(!_isAttackWait){
//攻撃判定
var margin:Number = .02;
var hitX:Number =_hitRangeX*(1-_hitRangeW);
if(_attackPtRatio > hitX-margin &&
_attackPtRatio < hitX+_hitRangeW+margin){
//攻撃成功
rokuAttack();
}else{
//攻撃失敗
rokuDamage();
}
}
//攻撃待機
_isAttackWait = true;
_gaugeView.changeAttackColor(0x666666);
_waitCount = 35*_pow-5;
//
_pow = 0;
}
}
//ロクの攻撃
private function rokuAttack():void {
_monsterHP -= (1-_defensePt)*_pow;
_gaugeView.changeMonsterHP( _monsterHP );
if(_monsterHP <= 0){
//モンスター死亡
_battle3DView.monsterDeath(1, _monsterController.x, _monsterController.y, _monsterController.z);
_monsterController.death(_pow);
//攻撃待機
_isBattleWait = true;
_gaugeView.changeAttackColor(0x666666);
//勝利を通知
dispatchEvent(new BattleEvent(BattleEvent.WIN));
}else{
_battle3DView.rokuAttack(_pow, _monsterController.x, _monsterController.y, _monsterController.z);
//モンスターのけぞる
_monsterController.damage(_pow);
}
}
private function onResizeHandler(e:Event):void {
_gaugeView.resize(stage.stageWidth, stage.stageHeight);
}
public function loop(e:Event):void {
_hitRangeX = _monsterController.xRatio;
if(_isAttackWait && !_isBattleWait){
_waitCount--;
if(_waitCount<=0){
//攻撃待機解除
_isAttackWait = false;
_gaugeView.changeAttackColor(0xFFCC00);
}
}
if(_isMouseDown && !_isAttackWait && !_isBattleWait){
//マウスを押している間、力を貯める
_pow = (_pow<1)? _pow+.02 : 1;
}
//attackPtを移動(0~1)
_attackRad += .05;
if( _attackRad > 360*Math.PI/180 ) _attackRad = _attackRad-(360*Math.PI/180);
_attackPtRatio = (Math.sin(_attackRad)+1)/2 ;
_gaugeView.changeAttackPt( _attackPtRatio );
//hitRangeを移動(0~1)
_hitRangeW = (1-_pow)*(_hitRangeMax-_hitRangeMin) +_hitRangeMin;
_gaugeView.changeHitRange( _hitRangeW, _hitRangeX );
//ゲージの色制御
if(_isColorRed){
_colorCount--;
if(_colorCount <= 0){
_gaugeView.changeHitRangeColor(GaugeView.NORMAL);
_isColorRed = false;
}
}
//
_battle3DView.pow = _pow;
_gaugeView.loop();
_battle3DView.monsterUpdate(_monsterController);
}
protected function onAddedHandler(e:Event):void {
removeEventListener(Event.ADDED, onAddedHandler);
stage.addEventListener(MouseEvent.MOUSE_DOWN, onMDownHandler);
stage.addEventListener(MouseEvent.MOUSE_UP, onMUpHandler);
stage.addEventListener(Event.RESIZE, onResizeHandler);
onResizeHandler(null);
addEventListener(Event.ENTER_FRAME, loop);
}
}
/* 影を描く */
class ShadowBitmapData extends BitmapData {
public function ShadowBitmapData():void {
super(100, 100, true, 0x00000000);
var s:Shape = new Shape();
s.graphics.beginFill(0x000000, .2);
s.graphics.drawCircle (50, 50, 49);
draw(s);
}
}
/* */
class Monster extends Sprite {
private var _loader:Loader;
private var _url:String;
private var _monster:Plane;
private var _shadow:Plane;
private var _w:Number;
private var _h:Number;
private var _scale:Number;
public var statusObj:Object;
public function get obj():Plane {
return _monster;
}
public function get shadow():Plane {
return _shadow;
}
public function get scale():Number {
return _scale;
}
public function get h():Number {
return _h;
}
//(画像のパス, スケール, カメラの距離, 影のずれ補正, 吹っ飛ぶ量, スピード)
public function Monster( v:Object ):void {
_url = v.url;
_scale = v.scale;
statusObj = v;
}
public function load():void {
_loader = new Loader();
_loader.load(new URLRequest(_url), new LoaderContext(true));
_loader.contentLoaderInfo.addEventListener(Event.COMPLETE, loadComplete);
}
private function loadComplete(e:Event):void {
_loader.removeEventListener(Event.COMPLETE, loadComplete);
var bmd:BitmapData = new BitmapData(_loader.width, _loader.height, true, 0x00000000);
bmd.draw( _loader );
var monsterBmd:BitmapData = trimming( bmd );
bmd.dispose();
_w = monsterBmd.width*_scale;
_h = monsterBmd.height*_scale;
var monsterMaterial:BitmapMaterial = new BitmapMaterial( monsterBmd );
monsterMaterial.smooth = true;
_monster = new Plane(monsterMaterial, monsterBmd.width*_scale, monsterBmd.height*_scale, 4, 4);
var max:int = _monster.geometry.vertices.length;
for(var i:int=0; i<max; i++){
var vertex:Vertex3D = _monster.geometry.vertices[i];
vertex.y += monsterBmd.height*_scale/2;
}
//影を生成
var shadowMaterial:BitmapMaterial = new BitmapMaterial( new ShadowBitmapData() );
shadowMaterial.smooth = true;
_shadow = new Plane(shadowMaterial, monsterBmd.width*_scale*.8, monsterBmd.width*_scale*.8, 4, 4);
_shadow.rotationX = 90;
dispatchEvent( new MonsterEvent(MonsterEvent.LOAD_COMPLETE) );
}
private function trimming(source:BitmapData):BitmapData {
//半透明部分を完全な透明に置き換えて影を削除(影以外もちょっと消えちゃう)
source.threshold(source, source.rect, new Point(0,0), "<", 0x50FFFFFF);
//画像の余白をトリミング http://level0.kayac.com/2010/03/trim_transparent_pixels.php
var rect:Rectangle = source.getColorBoundsRect(0xff000000, 0, false);
var bmdResult:BitmapData = new BitmapData(rect.width, rect.height, true, 0);
bmdResult.copyPixels(source, rect, new Point(0, 0));
return bmdResult;
}
}
/* */
class MonsterEvent extends Event {
public static const LOAD_COMPLETE:String = "monster_load_complete";
public static const MONSTERS_LOAD_COMPLETE:String = "monsters_load_complete";
public static const ATTACK:String = "monster_attack";
public function MonsterEvent(type:String) {
super(type);
}
public override function clone():Event {
return new MonsterEvent(type);
}
}
/* 3D表示 */
class Battle3DView extends BasicView {
private var _pow:Number = 0;
//ロク
private var _rokus:Vector.<DAE>;
private var _rokuIndex:Number; //表示中のロク
//モンスター
private var _monster:Monster;
//空
private var _sky:DAE;
//カメラ動作用
private var _targetObj:DisplayObject3D; //カメラターゲット
private var _tempCameraDist:Number = 250; //カメラまでの距離イージング用
private var _cameraDist:Number = 250; //カメラまでの距離
private var _cameraDistBase:Number = 200; //カメラまでの基本距離(モンスターごとに変更)
private var _vd:Number = 0; //カメラまでの距離びよよよーん用
private var _spring:Number = 1.5;
private var _fliction:Number = 0.5;
private var _tarRatioX:Number = 0; //マウスの位置に応じたカメラ角度のイージング用
private var _tarRatioY:Number = 0;
private var _tarCameraDistBase:Number = 0; //カメラの距離変更時イージング用
private var _tarTargetObjY:Number = 0; //カメラターゲットの高さイージング用
private var _cameraYRatio:Number = 1; //カメラの高さイージング用
private var _tarCameraYRatio:Number = 1;
private var _tarMonsterScale:Number = 0; //スケールイージング用
private var _monsterScale:Number = 1; //
private var _easeSpeed:Number = .05; //イージング速度(モンスターが吹っ飛ぶ時に速める)
//ヒットエフェクト
private var _hitEffect:HitEffect;
public function set monster(v:Monster):void {
if(_monster != null){
//モンスター表示済みの場合は削除
scene.removeChild(_monster.obj);
scene.removeChild(_monster.shadow);
}
_monster = v;
_tarMonsterScale = v.scale;
_tarCameraDistBase = v.statusObj.cameraDistBase; //カメラまでの距離を設定
_tarTargetObjY = _monster.h/3 - 50; //カメラターゲットの高さを設定
scene.addChild(_monster.obj);
scene.addChild(_monster.shadow);
viewport.getChildLayer(_monster.obj).layerIndex = 6;
viewport.getChildLayer(_monster.shadow).layerIndex = 4;
//数値リセット
_tarCameraYRatio = 1;
_easeSpeed = .02;
}
public function set pow(v:Number):void {
_pow = v;
}
public function set cameraDistBase(v:Number):void {
_cameraDistBase = v;
}
public function monsterUpdate(v:MonsterController):void {
if(_monster.obj == null) return;
_monster.obj.x = v.x;
_monster.obj.y = v.y;
_monster.obj.z = v.z;
_monster.obj.scaleX = v.scaleX;
_monster.obj.scaleY = v.scaleY;
_monster.shadow.x = v.shadowX;
_monster.shadow.z = v.shadowZ;
_monster.shadow.scaleX = v.scaleX;
_monster.shadow.scaleY = v.scaleX;
}
public function Battle3DView():void {
super(0, 0, true, false, CameraType.FREE);
//インデックスソートを使用
viewport.containerSprite.sortMode = ViewportLayerSortMode.INDEX_SORT;
//近距離クリッピング(地面のポリゴン欠け防止)
renderer.clipping = new FrustumClipping(FrustumClipping.NEAR);
// ロク生成
_rokus = new Vector.<DAE>();
var rokuA:DAE = new DAE();
rokuA.load("http://buccchi.jp/wonderfl/201101/roku_a.dae");
rokuA.addEventListener(FileLoadEvent.LOAD_COMPLETE, onRokuLoaded);
_rokus.push(rokuA);
var rokuB:DAE = new DAE();
rokuB.load("http://buccchi.jp/wonderfl/201101/roku_b.dae");
rokuB.addEventListener(FileLoadEvent.LOAD_COMPLETE, onRokuLoaded);
_rokus.push(rokuB);
var rokuC:DAE = new DAE();
rokuC.load("http://buccchi.jp/wonderfl/201101/roku_c.dae");
rokuC.addEventListener(FileLoadEvent.LOAD_COMPLETE, onRokuLoaded);
_rokus.push(rokuC);
var rokuD:DAE = new DAE();
rokuD.load("http://buccchi.jp/wonderfl/201101/roku_d.dae");
rokuD.addEventListener(FileLoadEvent.LOAD_COMPLETE, onRokuLoaded);
_rokus.push(rokuD);
for(var i:uint=0; i<_rokus.length; i++){
_rokus[i].scale = 25;
_rokus[i].rotationY = 90;
_rokus[i].z = -150;
_rokus[i].y = 60;
}
_rokuIndex = 3;
scene.addChild( _rokus[_rokuIndex] );
//ロク影生成
var shadowMaterial:BitmapMaterial = new BitmapMaterial( new ShadowBitmapData() );
shadowMaterial.smooth = true;
var rokuShadow:Plane = new Plane(shadowMaterial, 150, 150, 4, 4);
rokuShadow.rotationX = 90;
rokuShadow.z = _rokus[0].z;
scene.addChild(rokuShadow);
viewport.getChildLayer(rokuShadow).layerIndex = 5;
//背景生成
var field:DAE = new DAE();
field.load("http://buccchi.jp/wonderfl/201101/field.dae");
field.scale = 60;
field.addEventListener(FileLoadEvent.LOAD_COMPLETE, onFieldLoaded);
//空生成
_sky = new DAE();
_sky.load("http://buccchi.jp/wonderfl/201101/sky.dae");
_sky.scale = 120;
_sky.addEventListener(FileLoadEvent.LOAD_COMPLETE, onSkyLoaded);
//ヒットエフェクト
_hitEffect = new HitEffect(scene, viewport);
// カメラターゲット
_targetObj = new DisplayObject3D();
_targetObj.y = 0;
startRendering();
}
public function shakeCamera():void {
_cameraDist = _tempCameraDist - 50*_monsterScale;
}
private function onFieldLoaded(e:FileLoadEvent):void {
scene.addChild(e.target as DAE);
viewport.getChildLayer(e.target as DAE).layerIndex = 2;
}
private function onSkyLoaded(e:FileLoadEvent):void {
scene.addChild(e.target as DAE);
viewport.getChildLayer(e.target as DAE).layerIndex = 1;
}
private function onRokuLoaded(e:FileLoadEvent):void {
viewport.getChildLayer(e.target as DAE).layerIndex = 7;
}
//ロクの攻撃
public function rokuAttack(pow:Number, myX:Number, myY:Number, myZ:Number):void {
//ヒットエフェクト生成
_hitEffect.addAttackEffect(pow, myX, myY+_monster.h/2, myZ);
//ロクのポーズ切り替え
scene.removeChild( _rokus[_rokuIndex] );
_rokuIndex = (_rokuIndex >= _rokus.length-1)? 0 : _rokuIndex+1;
scene.addChild( _rokus[_rokuIndex] );
}
//モンスター死亡
public function monsterDeath(pow:Number, myX:Number, myY:Number, myZ:Number):void {
rokuAttack(pow, myX, myY, myZ);
//カメラを移動
_easeSpeed = .3;
_tarCameraDistBase = 350;
_tarTargetObjY = 200;
_tarCameraYRatio = .2;
}
//モンスターの攻撃
public function monsterAttack(pow:Number):void {
if(pow==0){
//ガードエフェクト生成
_hitEffect.addGuardEffect(0, Math.random()*100+40, -80);
}else{
//ダメージエフェクト
}
}
override protected function onRenderTick(e:Event=null):void {
_cameraDistBase += (_tarCameraDistBase - _cameraDistBase)*_easeSpeed;
_targetObj.y += (_tarTargetObjY - _targetObj.y)*_easeSpeed;
_cameraYRatio += (_tarCameraYRatio - _cameraYRatio)*_easeSpeed;
_monsterScale += (_tarMonsterScale - _monsterScale)*_easeSpeed;
_tempCameraDist = 300*Math.sin(_pow*90*Math.PI/180)*_monsterScale + _cameraDistBase;
_vd += (_tempCameraDist - _cameraDist) * _spring;
_vd *= _fliction;
_cameraDist += _vd;
var ratioX:Number = stage.mouseX /stage.stageWidth;
var ratioY:Number = (stage.stageWidth-stage.mouseY) /stage.stageHeight;
if(ratioX < 0) ratioX=0;
if(ratioX > 1) ratioX=1;
if(ratioY < 0) ratioY=0;
if(ratioY > 1) ratioY=1;
_tarRatioX += (ratioX-_tarRatioX)*.05;
_tarRatioY += (ratioY-_tarRatioY)*.05;
var rotX:Number = 120 * _tarRatioX - 60;
var rotY:Number = 40 * _tarRatioY * 5/_monsterScale;
camera.x = _cameraDist * Math.sin(rotX * Math.PI / 180);
camera.z = -_cameraDist * Math.cos(rotX * Math.PI / 180);
camera.y = (_cameraDist * Math.sin(rotY * Math.PI / 180) * (1-_pow)*.8 + 50) * _cameraYRatio;
_sky.rotationY -= .04;
camera.lookAt(_targetObj);
super.onRenderTick(e);
}
}
/* ゲージ表示 */
class GaugeView extends Sprite {
public static const NORMAL:Number = 0x50B9DA;
public static const DAMAGE:Number = 0xFF3300;
//ゲージを揺らす用
private var _spring:Number = 1.5;
private var _fliction:Number = 0.6;
private var _vx:Number = 0;
private var _vy:Number = 0;
//attackGauge
private var _attackGauge:Sprite;
private var _attackPtBar:Sprite;
private var _hitRangeBar:Sprite;
private const ATTACK_W:Number = 440;
//rokuGauge
private var _rokuGauge:Sprite;
private var _rokuHpBar:Sprite;
//monsterGauge
private var _monsterGauge:Sprite;
private var _monsterHpBar:Sprite;
//
private const HP_W:Number = 195;
public function GaugeView():void {
//attackGauge生成
_attackGauge = new Sprite();
_attackGauge.graphics.beginFill(0x333333, 1);
_attackGauge.graphics.drawRect(-1, -1, ATTACK_W+2, 28);
_hitRangeBar = new Sprite();
_hitRangeBar.graphics.beginFill(NORMAL, 1);
_hitRangeBar.graphics.drawRect(0, 0, 100, 26);
_attackGauge.addChild(_hitRangeBar);
_attackPtBar = new Sprite();
_attackPtBar.graphics.beginFill(0xFFCC00, 1);
//_attackPtBar.graphics.beginFill(0x666666, 1);
_attackPtBar.graphics.drawRect(2, 0, 4, 26);
_attackGauge.addChild(_attackPtBar);
var hl:Shape = new Shape();
hl.graphics.beginFill(0xFFFFFF, .25);
hl.graphics.drawRect(0, 0, ATTACK_W, 13);
_attackGauge.addChild(hl);
addChild(_attackGauge);
//rokuGauge生成
_rokuGauge = new Sprite();
_rokuHpBar = createHpBar( _rokuGauge, true );
_rokuGauge.y = 22;
addChild(_rokuGauge);
changeLabelColor( new Label(_rokuGauge, -2, -17, "ROKU") );
//monsterGauge生成
_monsterGauge = new Sprite();
_monsterHpBar = createHpBar( _monsterGauge, false );
_monsterGauge.y = 22;
addChild(_monsterGauge);
changeLabelColor( new Label(_monsterGauge, HP_W-45, -17, "MONSTER") );
}
//ゲージ全体を揺らす
public function shake( v:Number ):void {
var rad:Number = Math.random()*360 * Math.PI/180;
x = Math.sin(rad)*v*300;
y = Math.cos(rad)*v*300;
if(v == 0) return;
}
//ゲージを赤く(ロク敗北時)
public function loseGauge():void {
changeHitRangeColor(0xFF3300);
}
private function createHpBar(spr:Sprite, isRight:Boolean):Sprite {
spr.graphics.beginFill(0x333333, 1);
spr.graphics.drawRect(-1, -1, HP_W+2, 8);
var bar:Sprite = new Sprite();
bar.graphics.beginFill(0xFF9900, 1);
if(isRight){
bar.graphics.drawRect(-HP_W, 0, HP_W, 6);
bar.x = HP_W;
}else{
bar.graphics.drawRect(0, 0, HP_W, 6);
}
spr.addChild(bar);
var hl:Shape = new Shape();
hl.graphics.beginFill(0xFFFFFF, .25);
hl.graphics.drawRect(0, 0, HP_W, 3);
spr.addChild(hl);
return bar;
}
public function resize(w:Number, h:Number):void {
_attackGauge.x = Math.floor( w/2-_attackGauge.width/2 ) +1;
_attackGauge.y = Math.floor( h -_attackGauge.height -15 ) +1;
//
_rokuGauge.x = _attackGauge.x;
_monsterGauge.x = _attackGauge.x+_attackGauge.width - _rokuGauge.width;
}
public function changeAttackPt(v:Number):void {
_attackPtBar.x = (ATTACK_W-4)*v-2;
}
public function changeHitRange(hitRangeW:Number, v:Number):void {
_hitRangeBar.width = ATTACK_W*hitRangeW;
_hitRangeBar.x = (ATTACK_W-ATTACK_W*hitRangeW)*v;
}
public function changeAttackColor(v:Number):void {
var colorTransform:ColorTransform = _attackPtBar.transform.colorTransform;
colorTransform.color = v;
_attackPtBar.transform.colorTransform = colorTransform;
}
public function changeRokuHP(v:Number):void {
_rokuHpBar.scaleX = (v<0)? 0 : v;
}
public function changeMonsterHP(v:Number):void {
_monsterHpBar.scaleX = (v<0)? 0 : v;
}
private function changeLabelColor(obj:Label):void {
var colorTransform:ColorTransform = obj.textField.transform.colorTransform;
colorTransform.color = 0xFFFFFF;
obj.textField.transform.colorTransform = colorTransform;
obj.filters = [new GlowFilter(0x000000, 1, 2, 2, 8, 1)];
}
public function changeHitRangeColor(c:Number):void {
var colorTransform:ColorTransform = _hitRangeBar.transform.colorTransform;
colorTransform.color = c;
_hitRangeBar.transform.colorTransform = colorTransform;
}
public function loop():void {
_vx += (0 - x) * _spring;
_vx *= _fliction;
x += _vx;
_vy += (0 - y) * _spring;
_vy *= _fliction;
y += _vy;
}
}
/* モンスターの動作制御 */
class MonsterController extends EventDispatcher {
public var x:Number = 0;
public var y:Number = 0;
public var z:Number = 0;
public var scaleX:Number = 1;
public var scaleY:Number = 1;
public var shadowX:Number = 0;
public var shadowZ:Number = 0;
private var _baseScale:Number;
private var _diffX:Number; //影のずれ補正
private var _diffY:Number; //影のずれ補正
private var _baseZ:Number; //初期位置
private var _speed:Number;
private var _zRange:Number; //後ろに吹っ飛ぶ距離
private var _xRange:Number; //左右に移動する距離
private var _jumpIntervalMin:Number; //ジャンプの間隔
private var _jumpIntervalMax:Number; //ジャンプの間隔
private var _it:ITween;
private var _timer:Timer;
public function setMonsterData( diffX:Number, diffY:Number, scale:Number, zRange:Number, speed:Number, jumpIntervalMin:Number, jumpIntervalMax:Number ):void {
//数値リセット
scaleY = scaleX = 1;
x = 0;
shadowX = 0;
//
_baseScale = scale;
_diffX = diffX * scale;
_diffY = diffY * scale;
_baseZ = 20*_baseScale + 20;
_speed = speed;
_zRange = zRange;
_xRange = 150*_baseScale;
x = _diffX;
y = _diffY;
z = shadowZ = _baseZ;
_jumpIntervalMin = jumpIntervalMin;
_jumpIntervalMax = jumpIntervalMax;
jumpWait(null);
}
//x軸の位置(0~1)
public function get xRatio():Number {
return (x-_diffX+_xRange/2)/_xRange;
}
public function get scale():Number {
return _baseScale;
}
public function get h():Number {
return _baseScale*320;
}
public function death(pow:Number=0):void {
stopIt();
_it = BetweenAS3.parallel(
//吹っ飛ぶ
BetweenAS3.tween(this, { scaleX:0, scaleY:0, y:5000, z:10000 }, null, 2, Cubic.easeOut),
BetweenAS3.tween(this, { shadowZ:10000 }, null, 2, Cubic.easeOut)
);
_it.play();
}
public function damage(pow:Number=0):void {
stopIt();
var tarZ:Number = Math.min(z + _zRange*pow, _zRange);
_it = BetweenAS3.serial(
BetweenAS3.parallel(
//下降
BetweenAS3.tween(this, { y:_diffY }, null, .5, Cubic.easeOut),
BetweenAS3.tween(this, { scaleY:1-.7*pow, z:tarZ }, null, .5, Cubic.easeOut),
BetweenAS3.tween(this, { shadowZ:tarZ }, null, .5, Cubic.easeOut)
),
BetweenAS3.tween(this, { scaleY:1 }, null, .5/_speed, Cubic.easeOut),
//ため
BetweenAS3.tween(this, { scaleY:.7 }, null, .4/_speed, Sine.easeOut)
);
_it.addEventListener(TweenEvent.COMPLETE, jump);
_it.play();
}
public function MonsterController():void {
}
//次のジャンプまで待機
private function jumpWait(e:TweenEvent):void {
var sec:Number = Math.random()*(_jumpIntervalMax-_jumpIntervalMin) + _jumpIntervalMin;
_timer = new Timer(sec*1000, 1);
_timer.addEventListener(TimerEvent.TIMER_COMPLETE, startJump);
_timer.start();
}
private function startJump(e:TimerEvent):void {
stopIt();
//ため
_it = BetweenAS3.tween(this, { scaleY:.7 }, null, .4/_speed, Sine.easeOut);
_it.addEventListener(TweenEvent.COMPLETE, jump);
_it.play();
}
private function jump(e:TweenEvent):void {
stopIt();
var tarX:Number = (Math.random()-.5)*_xRange;
//ジャンプ
_it = BetweenAS3.parallel(
BetweenAS3.tween(this, { x:tarX+_diffX, z:_baseZ }, null, .8/_speed, Sine.easeOut),
BetweenAS3.tween(this, { shadowX:tarX, shadowZ:_baseZ }, null, .8/_speed, Sine.easeOut),
BetweenAS3.serial(
//上昇
BetweenAS3.parallel(
BetweenAS3.tween(this, { scaleY:1 }, null, .4/_speed, Sine.easeOut),
BetweenAS3.tween(this, { y:100*_baseScale+_diffY }, null, .4/_speed, Sine.easeOut)
),
//下降
BetweenAS3.tween(this, { y:_diffY }, null, .4/_speed, Sine.easeIn)
)
);
_it.addEventListener(TweenEvent.COMPLETE, touchdown);
_it.play();
}
private function touchdown(e:TweenEvent):void {
stopIt();
dispatchEvent( new MonsterEvent(MonsterEvent.ATTACK) );
//着地
_it = BetweenAS3.serial(
//ため
BetweenAS3.tween(this, { scaleY:.8 }, null, .2/_speed, Sine.easeOut),
BetweenAS3.tween(this, { scaleY:1 }, null, .4/_speed, Sine.easeIn)
);
_it.addEventListener(TweenEvent.COMPLETE, jumpWait);
_it.play();
}
private function stopIt():void {
if(_it != null) {
_it.stop();
_it.removeEventListener(TweenEvent.COMPLETE, jump);
_it.removeEventListener(TweenEvent.COMPLETE, touchdown);
_it.removeEventListener(TweenEvent.COMPLETE, jumpWait);
}
if(_timer != null) {
_timer.reset();
}
}
}
/* */
class BattleEvent extends Event {
public static const WIN:String = "roku_win";
public static const LOSE:String = "roku_lose";
public function BattleEvent(type:String) {
super(type);
}
public override function clone():Event {
return new BattleEvent(type);
}
}
/* 攻撃エフェクト */
class HitEffect extends Sprite {
private const LOW_ATTACK_POW:Number = .20; //弱攻撃のしきい値
private var _lowAttackList:Vector.<Object>;
private var _lowAttackIndex:uint = 0;
private var _attackList:Vector.<Object>;
private var _guardObj:Object;
private var _scene:Scene3D;
private var _viewport:Viewport3D;
public function HitEffect(scene:Scene3D, viewport:Viewport3D):void {
_scene = scene;
_viewport = viewport;
var attackMat:ParticleMaterial = new ParticleMaterial(0xFFFF00, 1, 1);
var particle:ParticleField;
//弱攻撃エフェクト用パーティクル作成
_lowAttackList = new Vector.<Object>();
for(var i:uint=0; i<5; i++){
particle = new ParticleField(attackMat, 3, 15, 10, 10, 10); //(マテリアル, 数, サイズ)
_viewport.getChildLayer(particle).layerIndex = 8;
_lowAttackList.push( {p:particle} );
}
//通常攻撃エフェクト用パーティクル作成
_attackList = new Vector.<Object>();
for(var j:uint=0; j<10; j++){
particle = new ParticleField(attackMat, 5*j+4, 5*j+16, 10, 10, 10); //(マテリアル, 数, サイズ)
_viewport.getChildLayer(particle).layerIndex = 8;
_attackList.push( {p:particle} );
}
//ガードエフェクト生成
var guardMat:ParticleMaterial = new ParticleMaterial(0xBCF7FD, 1, 1);
var guardParticle:ParticleField = new ParticleField(guardMat, 5, 15, 10, 10, 10);
_viewport.getChildLayer(guardParticle).layerIndex = 9;
_guardObj = new Object();
_guardObj.p = guardParticle;
}
public function addAttackEffect(pow:Number, x:Number, y:Number, z:Number):void {
var obj:Object;
if(pow < LOW_ATTACK_POW){
//弱攻撃エフェクトを使用
obj = _lowAttackList[_lowAttackIndex];
if(_lowAttackIndex < _lowAttackList.length-1){
_lowAttackIndex++;
}else{
_lowAttackIndex = 0;
}
}else{
//通常攻撃エフェクトを使用
var i:uint = Math.floor( (pow-LOW_ATTACK_POW) / (1-LOW_ATTACK_POW) * (_attackList.length-1) );
obj = _attackList[i];
}
if(obj.it != null){
_scene.removeChild( obj.p );
obj.it.stop();
}
obj.p.rotationX = Math.random()*360;
obj.p.rotationY = Math.random()*360;
obj.p.x = x;
obj.p.y = y;
obj.p.z = z;
obj.it = BetweenAS3.tween(obj.p, { scale:300*pow }, { scale:0 }, .5, Linear.linear);
obj.it.addEventListener(TweenEvent.COMPLETE, onCompleteHandler);
obj.it.play();
_scene.addChild( obj.p );
}
public function addGuardEffect(x:Number, y:Number, z:Number):void {
if(_guardObj.it != null){
_scene.removeChild( _guardObj.p );
_guardObj.it.stop();
}
_guardObj.p.rotationX = Math.random()*360;
_guardObj.p.rotationY = Math.random()*360;
_guardObj.p.x = x;
_guardObj.p.y = y;
_guardObj.p.z = z;
_guardObj.it = BetweenAS3.tween(_guardObj.p, { scale:50 }, { scale:0 }, .5, Linear.linear);
_guardObj.it.addEventListener(TweenEvent.COMPLETE, onCompleteHandler);
_guardObj.it.play();
_scene.addChild( _guardObj.p );
}
private function onCompleteHandler(e:TweenEvent):void {
e.target.removeEventListener(TweenEvent.COMPLETE, onCompleteHandler);
_scene.removeChild( e.target.target );
}
}