forked from: forked from: forked from: forked from: 簡単なゲーム
マウスでクリックしたところから円が広がる
@author shmdmoto
/**
* Copyright shmdmoto ( http://wonderfl.net/user/shmdmoto )
* MIT License ( http://www.opensource.org/licenses/mit-license.php )
* Downloaded from: http://wonderfl.net/c/84Au
*/
// forked from anime037's forked from: forked from: forked from: 簡単なゲーム
// forked from anime037's forked from: forked from: 簡単なゲームのサンプル
// forked from anime037's forked from: 簡単なゲームのサンプル
// forked from shmdmoto's 簡単なゲームのサンプル
package
{
import flash.events.KeyboardEvent;
import flash.ui.Keyboard;
import frocessing.display.F5MovieClip2D;
/**
* マウスでクリックしたところから円が広がる
* @author shmdmoto
*/
public class miniGame4 extends F5MovieClip2D
{
public var bulletY:Interpolate; // 弾のY座標
public var targetX:Array; // 的の中心のx座標
public var targetY:Array; // 的の中心のy座標
public var targetHit:Array; // 的に命中したかどうか
public var intR:Interpolate; // 当たった時の演出の円の直径
public var circX:Number; // 当たった時の演出の円の中心のx座標
public var circY:Number; // 当たった時の演出の円の中心のy座標
public var hodaiX:Number; // 砲台のX座標
public var bulletX:Number; // 弾のX座標
public function miniGame4() {
super(false);
}
public function setup() : void
{
rectMode(CENTER);
// 的の初期設定
targetX = new Array(20);
targetY = new Array(20);
targetHit = new Array(20);
for( var i:int = 0 ; i < 20 ; i++ ) {
targetX[i] = new LFO( random(10,10),
stage.stageWidth / 2,
stage.stageWidth / 2,
random(1.0));
targetX[i].setType(LFO.TRI);
targetY[i] = new Number();
targetY[i] = 20 * ( i + 1);
targetHit[i] = new Boolean();
targetHit[i] = false;
}
// 弾のY座標
bulletY = new Interpolate(2, stage.stageHeight - 50,0);
bulletY.pause();
// 当たった時の演出
intR = new Interpolate(1.2,20 ,100 );
intR.pause();
stage.addEventListener(KeyboardEvent.KEY_DOWN, onKeyDown);
stage.addEventListener(KeyboardEvent.KEY_DOWN, onKeyDown);
// 砲台の位置の初期化
hodaiX = stage.stageWidth / 2;
}
public function draw() : void
{
// 弾の表示
if( bulletY.isRunning() ) { // Interpolateが動作中ならば弾を表示
for( var i:int = 0 ; i < 20 ; i++ ) {
if( !targetHit[i] ) { // 当たっていない弾と衝突判定
if( dist(targetX[i].val(), targetY[i],
bulletX, bulletY.val()) < 20 ) {
targetHit[i] = true;
bulletY.pause(); // 当たったら弾は無効
intR.start(); // 当たった時の演出開始
circX = targetX[i].val();
circY = targetY[i];
break; //一度に一つしか当たらない
} else {
noStroke();
fill(0 , 10, 0);
ellipse(bulletX, bulletY.val(), 20, 20);
}
}
}
}
// 的の表示
for( i = 0 ; i < 20 ; i++ ) {
if( !targetHit[i] ) {
stroke(0);
fill(211,222,233);
rect(targetX[i].val(), targetY[i], 20, 20);
}
}
// 当たった時の演出表示
if( intR.isRunning() ) {
noFill();
stroke( 255 * intR.val()/100);
rect(circX, circY, intR.val(), intR.val() );
}
// 砲台の表示
fill(255,0,0);
rect(hodaiX, stage.stageHeight - 50, 30, 20);
}
public function onKeyDown(event:KeyboardEvent) : void
{
if( event.keyCode == Keyboard.LEFT) {
hodaiX -= 3;
}
if( event.keyCode == Keyboard.RIGHT ) {
hodaiX += 3;
}
if( event.keyCode == Keyboard.SPACE ) {
// 弾を発射中は再度発射できない
if( !bulletY.isRunning() ) {
bulletX = hodaiX; //弾の位置を砲台の位置に初期化
bulletY.start();
}
}
}
}
}
// 以下は,動きを記述するためのクラスですので,編集しないでください.
import flash.utils.getTimer;
import frocessing.math.PerlinNoise;
/**
* Interpolate:指定した時間で,開始値から終値までの過渡的を
* 記述するクラス
*/
class Interpolate
{
private static const NOINIT :int = 1;
private static const RUNNING :int = 2;
private static const WAITING :int = 3;
private static const STOPPED :int = 4;
private var duration :Number;
private var begin :Number;
private var end :Number;
private var pow :Number;
private var tOffset :Number;
private var tElapsed :Number;
private var prevVal :Number;
private var tRestart :Number;
public var status :int = NOINIT;
public function Interpolate( t:Number, s:Number, f:Number,
p:Number = 1) {
begin = prevVal = s;
end = f;
duration = t;
pow = p;
tOffset = 0;
tElapsed = 0;
}
public function val() :Number {
var t :Number;
if( status == NOINIT){
tOffset = getTimer()/1000;
prevVal = begin;
status = RUNNING;
} else if( status == RUNNING ) {
t = getTimer()/1000;
tElapsed = t -tOffset;
if( tElapsed < duration ) {
prevVal = begin + ( end - begin )*Math.pow(tElapsed/duration,pow);
} else {
prevVal = end;
status = STOPPED;
}
} else if( status == WAITING){
t = getTimer()/1000;
if( t >= tRestart) {
status = RUNNING;
tOffset = t - tElapsed;
}
}
return prevVal;
}
public function pause() :void
{
status = STOPPED;
}
public function cont() :void
{
status = RUNNING;
tOffset = getTimer()/1000-tElapsed;
}
public function start() :void
{
status = RUNNING;
tOffset = getTimer()/1000;
}
public function wait( waitTime :Number ) :void
{
status = WAITING;
tRestart = getTimer() + waitTime;
}
public function isRunning() :Boolean
{
if( status == RUNNING ) {
return true;
} else {
return false;
}
}
public function isStopped() :Boolean
{
if( status == STOPPED ) {
return true;
} else {
return false;
}
}
public function isEnd() :Boolean
{
if( prevVal >= end) {
return true;
} else {
return false;
}
}
}
/**
* LFO:指定した時間での周期的変動を記述するクラス
*/
class LFO {
public static const SIN :int = 1;
public static const COS :int = 2;
public static const SAW :int = 3;
public static const TRI :int = 4;
public static const SQR :int = 5;
public static const ABSSIN :int = 6;
public static const NOISE :int = 7;
private static const NOINIT :int = 1;
private static const RUNNING :int = 2;
private static const WAITING :int = 3;
private static const STOPPED :int = 4;
private var period :Number;
private var amplitude :Number;
private var phase :Number;
private var offset :Number;
private var type :int = SIN;
private var isStart :Boolean;
private var t_offset :Number;
private var status :int = NOINIT;
public function LFO( prd :Number, amp :Number,
of :Number = 0, ph :Number = 0)
{
period = prd;
amplitude = amp;
offset = of;
phase = ph;
}
public function setPeak( min :Number, max :Number) :void
{
offset = (min + max) / 2;
if( min < max ) {
amplitude = (max - min) / 2;
} else {
amplitude = (min - max) / 2;
}
}
public function setType( t :int ) :void
{
type = t;
}
public function val( mul :Number=1.0 ) :Number {
if(status == NOINIT) {
status = RUNNING;
t_offset = getTimer() / 1000.0;
return val();
} else if(status == RUNNING ) {
var t :Number = getTimer() / 1000.0 - t_offset;
var temp :Number;
switch(type) {
case SIN :
return offset + mul * amplitude *
Math.sin(2.0 * Math.PI *( t/period + phase) );
case COS :
return offset + mul * amplitude *
Math.cos(2.0 * Math.PI *( t/period + phase) );
case SAW :
temp = t / period + 0.5 + phase -
Math.floor( t / period + 0.5 + phase ) - 0.5;
return offset + 2.0 * mul * amplitude * temp;
case TRI :
temp = t / period + phase -
Math.floor (t / period + phase );
if( 0.0 <= temp && temp < 0.25 ) {
return offset + mul * amplitude * 4.0 * temp;
} else if( temp < 0.75 ) {
return offset + mul * amplitude * ( 2.0 - 4.0 * temp);
} else {
return offset + mul * amplitude * ( -4.0 + 4.0 * temp);
}
case SQR :
temp = t/period + phase -
Math.floor( t / period + phase);
if( temp < 0.5 ){
return offset + mul * amplitude;
} else {
return offset - mul * amplitude;
}
case ABSSIN :
return offset +
Math.abs(mul * amplitude * Math.sin(2.0*Math.PI *( t/period + phase)));
case NOISE :
var p :PerlinNoise = new PerlinNoise();
return offset -mul * amplitude + 2.0 * mul * amplitude * p.noise(t/period+phase,1);
default :
return 0.0;
}
} else {
return 0.0;
}
}
}