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

Ghost4Koin

This is our (Team Isotop Team) entry in the 4k-
competition held at gamepoetry
@author Tommislav
/**
 * Copyright tommysalo ( http://wonderfl.net/user/tommysalo )
 * MIT License ( http://www.opensource.org/licenses/mit-license.php )
 * Downloaded from: http://wonderfl.net/c/7uqT
 */

package 
{
	import flash.display.Bitmap;
	import flash.display.BitmapData;
	import flash.display.Sprite;
	import flash.geom.Rectangle;
	import flash.media.*;
	import flash.text.TextField;
	
	
	/**
	 * This is our (Team Isotop Team) entry in the 4k-
         * competition held at gamepoetry
	 * @author Tommislav
	 */
        [SWF(width="465", height="465", backgroundColor="0xffffff", frameRate="15")] 
	public class Main extends Sprite 
	{
		public var frame:uint;
		public var run:*;	// Game is running
		public var score:int;
		
		public var part:Array = [];
		
		public var t:int;
		
		// cameraX, cameraY (Numbers)
		public var camX:* = 0;
		public var camY:* = 0;
		
		// mapX, mapY
		public var mx:int;
		public var my:int;
		
		public var s:*;
		
		// keyDown
		public var ku:Boolean;
		public var kl:Boolean;
		public var kr:Boolean;
		
		// Player variables
		public var plX:* = 138;
		public var plY:* = 52;
		public var spdX:* = 0;
		public var spdY:* = 0;
		public var pow:*;
		public var dir:int = 1;
		
		public var txt:*;
		
		public var map:BitmapData;
		public var bd:BitmapData;
		
		
		// Sounds
		public var snd:*;
		public var sndType:*;
		
		
		public final function Main():*
		{
			init();
		}
		
		public final function init():*
		{
			stage.scaleMode = "noScale";
			
			run = false;
			map = new BitmapData( 160, 100, true, 0xaa999999 );
			bd = new BitmapData( 240, 176, true, 0xff00cc00 );
			
			
			var b:* = new Bitmap( bd );
			b.scaleX = b.scaleY = 2;
			addChild( b );
			
			b = new Bitmap( map );
			addChild( b );
			b.x = 306;
			
			s = new Sprite();
			s.graphics.lineStyle( 1, 0 );
			s.graphics.drawRect( 0, 0, 15, 11 );
			addChild( s );
			
			txt = new TextField();
			txt.width = 250;
			txt.height = 100;
			addChild(txt);
			
			addEventListener( "enterFrame", ef );
			stage.addEventListener( "keyDown", key );
			stage.addEventListener( "keyUp", key );
			
			snd = new Sound();
			snd.addEventListener('sampleData', gds);
		}
		
		public function start():* {
			var i:int, j:int, k:int, l:int, m:int;
			
			txt.x = 0;
			txt.y = 0;
			frame = 0;
			s.x = 482;
			s.y = 0;
			camX = 0;
			camY = 0;
			plX = 48;
			plY = 64;
			pow = 60;
			spdX = 0;
			spdY = 0;
			dir = 1;
			score = 0;
			part = [];
			
			map.fillRect( new Rectangle( 0, 0, 160, 100 ), 0x99999999 );
			
			// Build level
			for ( i = 0; i < 400; i++ ) {			// Number of platforms
				j = int( Math.random() * 160 );		// x
				k = int( Math.random() * 95 ) + 5;	// y (start at 5 as lowest)
				l = int( Math.random() * 12 );	// platform length
				
				if ( i == 0 )	// build start platform
				{
					j = 2;
					k = 5;
					l = 5;
				}
				
				for ( m = 0; m < l; m++ )
				{
					map.setPixel( j + m, k, 0 );
					if ( Math.random() < 0.6 )
						map.setPixel( j + m, k + 1, 0 );
				}
				j = int( Math.random() * 160 );	// x
				k = int( Math.random() * 100 );	// y
				if ( i % 3 == 0 && map.getPixel(j,k) == 0x999999 )	// dont place gold on top of solid ground
					map.setPixel( j, k, 0xffff00 );	// Draw coin
			}
			run = true;
			
			sndType = 1;
			snd.play();
		}
		
		public final function key(e:*):*
		{
			// keyDown, keyUp
			if (e.keyCode == 38) {
				ku = ( e.type == "keyDown" );
			}
			
			if (e.keyCode == 37) {
				kl = ( e.type == "keyDown" );
			}
			if (e.keyCode == 39) {
				kr = ( e.type == "keyDown" );
			}
			
			if ( e.keyCode == 13 )
			{
				if ( !run )
					start();
			}
		}
		
		public final function ef( e:* ):*
		{
			var i:int, j:int, k:int, l:int, m:int, p0:int, p1:int, p2:int, p3:int, t:int, colA:int;
			
			frame++;
			var a:* = ("0000000055555555aaaaaaaaffffffffffffffffaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa9aa19aa14a604a60051005100004000410051005,ff700000f3055555f49aaaaa39ffffff3dffffff1efaaaaa0eaaaaaa0aaaaaaa0aaaaaaa0aaaaaaa0aaaaaaa06aa9aa106824a6001010510040000043c101005,064506458515851585108510851a851a15851585158515855065506550655065064506458515851585108510851a851a15851585158515855065506550655065,f100004f1455551449aaaa614effffb14ffffff14fbaaef14baaaae14aaaaaa14aaaaaa14aaaaaa14aaaaaa146aaaa91468aa29141055041040000103c10043c,5500045551eff24558ffff255cffff355cffffb41fff33b41fff33f41fff33f41ffffff41efff3f41ecf38f410effff41efffff41fffeff41ef28ff450041005,55500455550ef24551efff2551ffff3558ffffc45cffffc45cfcffc45cf3fff45cf3fff458f8ff34580ef3845cfffff41efffff48fffeff4cfb0efb400050005,5555555555100455518ff25558ffff451effff451fffb335cfff3334cfffb332cfefff338fcff3331ecf383210ffff2551fffb4551fff35551eff25555000455,55100555518fb05558fffb4510ffff048fffcc23cfffcc33cfffcc338fffff321efffc345cff0e355cffffb45cfffff41efffff48fffeff4cfb0efb400050005,555555555555555555500555551aa455558ff25551effb4551e3eb4551e3eb4551e3eb4551e3cb4551effb45558ff255551aa455555005555555555555555555,555555555555555555100555550aa455550ff455518ff2555183e2555183e2555183e2555183c255518ff255550ff455550aa455551005555555555555555555,5555555555555555555005555510a4555510f4555508f255550882555508825555088255550802555508f2555510f4555510a455555005555555555555555555,45100451118ae34450f00b051c00002413055084834551c38044110380441102c0055002c0000002820550c3120410c41c00002450f00a05118af34445100451,208151520002818006a2818002020080060200800802818020028181598589895528189859081818520818069028108528181006200028285528182855281818,08908000602069066028590660a069066062890660a0890608206906a69a5526555555559a656994108180a0060280800602800006028020060280a010898162").split(",");
			var dmg:int = 0;	// check if hit by mine
			
			pow-= 0.1;
			
			// Check keys and update speed and player position
			if ( ku )
			{
				spdY -= 1.2;
				pow-= 0.6;
			}
			
			if ( pow <= 0 && run )
			{
				run = false;
				sndType = 4;
				snd.play();
			}
			
			if ( kl )	spdX -= 1.2;
			if ( kr )	spdX += 1.2;
			
			if ( spdX < -9 )	spdX = -9;
			if ( spdX > 9 )		spdX = 9;
			if ( spdY < -9 )	spdY = -9;
			if ( spdY > 9 )		spdY = 9;
			
			if (!ku)		spdY += 1;
			if (!kl && !kr)	spdX *= 0.5;
			
			if ( Math.abs(spdY) < 0.5 )	spdY = 0;
			if ( Math.abs(spdX) < 1 )	spdX = 0;
			
			if ( !run )
			{
				spdX = 0;
				spdY = 0;
			}
			
			
			// Update player position and perform collision detection
			if ( spdX > 0 )
				dir = 1;
			else if ( spdX < 0 )
				dir = -1;
			
			plX += spdX;
			plY += spdY;
			
			// i = x front, j = x back, k = push back
			i = ( dir == 1 ) ? 15 : 0;
			j = ( dir == 1 ) ? 3 : 12;
			k = ( dir == 1 ) ? -15 : 15;
			
			
			
			// Check if collision with coin
			p0 = Math.floor( (plX + 8) / 16 );
			p1 = Math.floor( (plY+8) / 16 );
			if ( map.getPixel( p0, p1 ) == 0xffff00 )
			{
				// Found a coin
				sndType = 3;
				snd.play();
				map.setPixel( p0, p1, 0x999999 );
				pow += 15;
				score++;
				for ( l = 0; l < 10; l++ )
				{
					part.push( { x:p0 * 16 , y:p1 * 16, sx:Math.random() * 30 - 15, sy:Math.random() * 10 - 5, col:0xbab800, cnt:8 } );
				}

			}
			
			if ( map.getPixel( p0, p1 ) == 0xff0000 )
			{
				map.setPixel( p0, p1, 0x999999 );
				pow -= 15;
				dmg = 1;
				// Explosion
				for ( l = 0; l < 30; l++ )
				{
					part.push( { x:p0 * 16 , y:p1 * 16, sx:Math.random() * 30 - 15, sy:Math.random() * 30 - 15, col:0, cnt:16 } );
				}
				
				sndType = 4;
				snd.play();
			}
			
			
			
			// Check every corner of the sprite, if 0 then we are inside something solid
			p0 = map.getPixel( Math.floor( (plX+i) / 16 ), Math.floor( plY / 16 ) );		// front head
			p1 = map.getPixel( Math.floor( (plX+i) / 16 ), Math.floor( (plY+15) / 16 ) );	// front foot
			p2 = map.getPixel( Math.floor( (plX+j) / 16 ), Math.floor( plY / 16 ) );		// back head
			p3 = map.getPixel( Math.floor( (plX+j) / 16 ), Math.floor( (plY+15) / 16 ) );	// back foot
			
			
			if ( spdY < 0 )
			{
				// Jumping, check head
				if ( p2 == 0 )
				{
					plY = Math.floor( plY / 16 ) * 16 + 16;
					spdY = 0;
				}
				
				if ( p1 == 0 )
				{
					plX = Math.floor( (plX+i) / 16 ) * 16 + k// move back
					spdX = 0;
				}
				
				if ( p0 == 0 && ( p2 != 0 && p1 != 0 ) )
				{
					// ouch, down or back?!?
					if ( spdY >= 0 || ((plY) % 16) < 11 )
					{
						plX = Math.floor( ( plX ) / 16 ) * 16 + j// move back
						spdX = 0;
					}
					else
					{
						plY = Math.floor( (plY + 15) / 16 ) * 16// move down
						spdY = 0;
					}
				}
				
				// Jumping / pooping :)
				if ( spdY < -3 )
				{
					part.push( { x:plX + Math.random() * 12 + 4 , y:plY + 15, sx:Math.random() * 4 - 2 + spdX * 0.5, sy:Math.random() * 4 + 1, col:0x6316128, cnt:4 } );
				}
			}
			else
			{
				if ( p0 == 0 )
				{
					plX = Math.floor( (plX+i) / 16 ) * 16 + k// move back
					spdX = 0;
				}
				
				if ( p3 == 0 )
				{
					plY = Math.floor( (plY + 15) / 16 ) * 16 - 16// move up
					spdY = 0;
				}
				
				if ( p1 == 0 && ( p0 != 0 && p3 != 0) )
				{
					// ouch, up or back?!?
					if ( spdY == 0 || ((plY + 15) % 16) > 8 )
					{
						plX = Math.floor( ( plX ) / 16 ) * 16 + j// move back
						spdX = 0;
					}
					else
					{
						plY = Math.floor( (plY + 15) / 16 ) * 16 - 16// move up
						spdY = 0;
					}
				}
			}
			
			
			// Update camera pos from player pos - with smoothing
			camX = camX + (((plX - 136) - camX) * 0.3);
			camY = camY + (((plY - 88) - camY ) * 0.3);
			
			if ( camX < 0 ) 		camX = 0;
			if ( camX > 2320 )		camX = 2320;
			if ( camY < 0 )			camY = 0;
			if ( camY > 1424 )		camY = 1424;
			
			// Update map position
			mx = Math.floor( camX / 16 );
			my = Math.floor( camY / 16 );
			
			// Position the rectangle in the mini-map
			s.x = 306+mx;
			s.y = my;
			
			
			txt.text = "ENERGY: " + int(pow) + "\nSCORE: " + score;
			
			
			// Render bitmap
			bd.lock();
			if ( run )
				if ( !dmg )
					bd.fillRect( new Rectangle( 0, 0, 240, 176 ), 0xffffffff );
				else
					bd.fillRect( new Rectangle( 0, 0, 240, 176 ), 0xffff0000 );
			else
			{
				
				bd.fillRect( new Rectangle( 0, 0, 240, 176 ), 0xfff00000 );
				txt.x = 180;
				txt.y = 145;
				frame--;
				txt.text = "       FINAL SCORE: " + score + "\nPRESS ENTER TO START";
				if ( frame == 0 )
					txt.text = "PRESS ENTER TO START\n\nCollect coins to gain energy.\nFlying requires more energy so\n              take it easy !";
				
			}
			var bol:* = false;
			
			for ( i = 0; i < 12; i++ ) {
				for ( j = 0; j < 16; j++ ) {
					
					p0 = map.getPixel( mx + j, my + i );
					bol = false;
					if ( p0 != 0x999999 )
					{
						if ( run )
							colA = 0;
						else
							colA = 4;
						p1 = map.getPixel( mx + j, my + i - 1 );
						if ( p0 == 0xffff00 )	// found a gold coin
						{
							var coin:*= [8, 9, 10, 10, 9];
							t = coin[frame % 4];
							if ( frame % 4 > 2 ) bol = true;
							colA = 8;
						}
						else if ( p0 == 0xff0000 )	// found a mine
						{
							t = 11;
							colA = (frame % 2 == 0) ? 12 : 16;
						} 
						else if ( p1 == 0 )
						{
							t = 2;
						}
						else
						{
							p2 = map.getPixel( mx + j - 1, my + i );
							p3 = map.getPixel( mx + j + 1, my + i );
							if ( p2 == 0 && p3 == 0 )
							{
								t = 0;
							}
							else if ( p2 != 0 && p3 != 0 )
							{
								t = 3;
							}
							else
							{
								if ( p2 )
									t = 1;
								else
								{
									t = 1;
									bol = true;
								}
							}
						}
						
						drawTo( j * 16 - camX % 16, i * 16 - camY % 16, a[t], colA, bol );
					}
				}
			}
			
			// Render particles
			var p:*;
			for ( i = 0; i < part.length; i++ )
			{
				p = part[i];
				bd.setPixel( p.x - camX, p.y - camY, p.col );
				p.x += p.sx;
				p.y += p.sy;
				p.sx *= 0.7;
				p.sy *= 0.7;
				if ( p.cnt-- == 0 )
					part.splice( i, 1 );
			}
			
			
			// Render player (frame depending on speed)
			if ( spdY == 0 && spdX == 0 )
			{
				t = 4;
			}
			else
			{
				if ( spdY < 0 )
					t = 7;
				else if ( spdY > 0 )
				{
					t = 6;
				}
				else
				{
					t = frame % 4 + 5;
					if (t == 8) t = 6;
				}
			}
			
			drawTo( int(plX - camX), int(plY - camY), a[t], 20, (dir < 0) );
			
			// Spawn objects, coins or mines
			if ( run )
			{
				if ( frame % 100 == 0 )
				{
					j = int( Math.random() * 160 );	// x
					k = int( Math.random() * 100 );	// y
					if ( map.getPixel(j,k) == 0x999999 )	// dont place gold on top of solid ground
						map.setPixel( j, k, 0xffff00 );	// Draw coin
				}
				
				if ( frame > 450 && frame % 6 == 0 )
				{
					j = int( Math.random() * 160 );	// x
					k = int( Math.random() * 100 );	// y
					map.setPixel( j, k, 0xff0000 );	// Mines go everywhere - even inside solid ground
				}
			}
			else
			{
				drawTo( 100, 52, a[12], 8, false );
				drawTo( 116, 52, a[13], 8, false );
			}
			
			bd.unlock();
			
		}
		
		
		
		
		
		public final function drawTo( x:int, y:int, str:*, ca:int, inv:* ):void
		{
			var n:int, o:int, q:int, col:int, px:int, py:int;
			
			var colors:* = [0xff000000, 0xff606060, 0xffb0b0b0, 0xffffffff,0xff000000, 0xffFEB0B1, 0xffcc0000, 0, 0xff3e4000, 0, 0xffaba000, 0xfffff568, 0xff000000, 0, 0xff000000 , 0xffff0000, 0xff000000, 0, 0xffff0000 , 0xff000000, 0xff000000, 0, 0xffb0b0b0, 0xffffffff];
			
			if ( !run )
				colors[ca] = Math.random() * 0xffffffff;
				
			for ( n = 0; n < 128; n++ )
			{
				for ( o = 0; o < 2; o++ ) {
					q = ( n*2 + o );
					col = colors[ ca + ( uint("0x"+str.charAt( n )) >> (o*2) & 0x3 ) ];
					
					if ( col != 0 )
					{
						if ( !inv )
						{
							px = q % 16;
						}
						else
						{
							px = 15 - (q%16);
						}
						bd.setPixel32( x + px, y + (Math.floor( q / 16 )), col );
					}
				}
			}
			
		}
		
		
		
		public final function gds(e:*):* {//generate dynamic sound
			// where, in time, the sound begins and ends, this affects the where on the sine curve the sound will start playing.
			var i:int;
			var beginAt:int = 100; 
			var endAt:int = 5000;
			var hz:* = 44.1;
			var r:* = (e.position / hz) + beginAt;
			var pitch:int = 1000;
			var flt:* = 0;
			var L:int = 8001;
			var f:*;
			/*
				The minimum is 512, but causes processor hit, maximum 8192 faster to process.
			*/
			for (i = 0; i < 4096; i++) {
				if(sndType == 1){
					//evt.data.writeFloat(eq5(i, evt, 1, r / brighten));
					beginAt = 100;
					endAt = 2000
					pitch = 1000
					r = (e.position / hz) + beginAt;
					
					if (r < endAt) {
						//trace(e.position / hz);
						f = (e.position / hz) + L / 2//time elapsed + 300 to offset the sound
						flt = Math.sin((Number(i) / Math.PI / (1 - (r / pitch)) / 15)) * 40000;
					}
				}
				if (sndType == 2) {
					//beginAt = 100; 
					//endAt = 5000;
					//r = (e.position / hz) + beginAt;
					//if (r < endAt) {
						//trace(e.position / hz);
						//f = (e.position / hz) + L/2//time elapsed + 300 to offset the sound
						//flt = Math.tan((Number(i) / Math.PI / (1 - (r / pitch)) / 20)) * 15;
					//}
				}
				if (sndType == 3) {
					//pitch = 1000
					beginAt = 850;
					endAt =920;
					hz = 44.1;
					L = 1000;
					pitch = 1000
					//acc += 60;
					r = (e.position / hz) + beginAt;
					
					//trace(e.position);
					if (r < endAt) {
						//trace(r);
						f = (e.position / hz) + L/2//time elapsed + 300 to offset the sound
						flt = Math.tan(Number(i) / Math.PI / (1 - (r / pitch)) / 80) * 40000;
					}
				}
				if (sndType == 4) {
					
				//pitch = 1000
					beginAt = 500;
					endAt =920;
					hz = 44.1;
					L = 1000;
					pitch = 1000
					//acc += 60;
					r = (e.position / hz) + beginAt;
					
					//trace(e.position);
					if (r < endAt) {
						//trace(r);
						f = (e.position / hz) + L/2//time elapsed + 300 to offset the sound
						flt = Math.tan(Number(i) / Math.PI / (0 - (r / pitch)) / 80) * 40000;
					}
				}
				
				
				if ( r <= endAt )
				{
					e.data.writeFloat(flt);
				}
				
			}
		}
	}
	
}