CircleCycle
CircleCycle.as
Destroy circles and avoid incoming bullets.
<Control>
Movement: Arrow or [WASD] keys.
Fire: [Z], [X], [.] or [/] key.
/**
* Copyright ABA ( http://wonderfl.net/user/ABA )
* MIT License ( http://www.opensource.org/licenses/mit-license.php )
* Downloaded from: http://wonderfl.net/c/8MLE
*/
// CircleCycle.as
// Destroy circles and avoid incoming bullets.
// <Control>
// Movement: Arrow or [WASD] keys.
// Fire: [Z], [X], [.] or [/] key.
package
{
import flash.display.Sprite;
[SWF(width="465", height="465", backgroundColor="0x000000", frameRate="30")]
public class CircleCycle extends Sprite
{
public function CircleCycle()
{
main = this;
initialize();
}
}
}
import flash.display.Sprite;
import flash.display.Bitmap;
import flash.display.BitmapData;
import flash.display.Graphics;
import flash.geom.Rectangle;
import flash.geom.Vector3D;
import flash.text.TextField;
import flash.text.TextFormat;
import flash.text.TextFormatAlign;
import flash.events.Event;
import flash.events.KeyboardEvent;
const SCREEN_WIDTH:int = 465, SCREEN_HEIGHT:int = 465;
const TITLE:int = 0, GAME:int = 1, GAME_OVER:int = 2;
const GAME_OVER_DURATION:int = 150, BLOCK_GAME_START_DURATION:int = 30;
const BACKGROUND_BRIGHTNESS:int = 200;
const BACKGROUND_COLOR:int = BACKGROUND_BRIGHTNESS * 0x10000 + BACKGROUND_BRIGHTNESS * 0x100 + BACKGROUND_BRIGHTNESS;
var main:Sprite;
var screen:BitmapData = new BitmapData(SCREEN_WIDTH, SCREEN_HEIGHT, false, 0);
var scoreField:TextField = new TextField;
var timeField:TextField = new TextField;
var messageField:TextField = new TextField;
var score:int, time:int, stage:int, gameOverTicks:int;
var rect:Rectangle = new Rectangle;
var pos:Vector3D = new Vector3D, offset:Vector3D = new Vector3D;
var rand:Function = Math.random, abs:Function = Math.abs;
var sin:Function = Math.sin, cos:Function = Math.cos, atan2:Function = Math.atan2;
var PI:Number = Math.PI;
function initialize():void
{
main.addChild(new Bitmap(screen));
main.stage.addEventListener(KeyboardEvent.KEY_DOWN, Key.onKeyDown);
main.stage.addEventListener(KeyboardEvent.KEY_UP, Key.onKeyUp);
Field.initialize();
initializeBlurs();
player.initialize();
scoreField = createTextField(SCREEN_WIDTH - 100, 0, 100, 24, 0xff6666, TextFormatAlign.RIGHT);
timeField = createTextField(SCREEN_WIDTH / 2 - 100, SCREEN_HEIGHT - 48, 200, 48, 0xff6666, TextFormatAlign.RIGHT);
messageField = createTextField(SCREEN_WIDTH - 256, 0, 256, 36, 0xff6666);
main.addChild(scoreField); main.addChild(timeField); main.addChild(messageField);
start(TITLE);
main.addEventListener(Event.ENTER_FRAME, update);
}
function update(event:Event):void
{
if (circles.length <= 0) goToNextStage();
screen.lock();
screen.fillRect(screen.rect, BACKGROUND_COLOR);
updateBlurs();
var i:int;
for (i = 0; i < sparks.length; i++) if (!sparks[i].update()) { sparks.splice(i, 1); i--; }
for (i = 0; i < shots.length; i++) if (!shots[i].update()) { shots.splice(i, 1); i--; }
for each (var c:Circle in circles) c.update();
for (i = 0; i < circles.length; i++) if (!circles[i].exists) { circles.splice(i, 1); i--; }
if (gameOverTicks < 0) player.update();
for (i = 0; i < bullets.length; i++) if (!bullets[i].update()) { bullets.splice(i, 1); i--; }
Field.drawSideBoard();
screen.unlock();
if (gameOverTicks < 0)
{
var msStr:String = String(time % 1000);
while (msStr.length < 3) msStr = "0" + msStr;
timeField.text = String(int(time / 1000)) + "\"" + msStr;
if (time <= 0) start(GAME_OVER);
time -= 33;
}
else
{
gameOverTicks++;
if (gameOverTicks == GAME_OVER_DURATION) start(TITLE);
if (Key.button1 && gameOverTicks > BLOCK_GAME_START_DURATION) start(GAME);
}
}
function goToNextStage():void
{
if (gameOverTicks < 0 && stage > 0) score += time;
scoreField.text = String(score);
stage++;
time = 5000;
addCircles((rand() - 0.5) * Field.size.x, 2, 50.0 / (20.0 + stage), 5.0 + rand() * 2.0 + rand() * 2.0);
}
function start(mode:int):void
{
switch (mode)
{
case TITLE:
{
clearActors();
player.hide();
gameOverTicks = GAME_OVER_DURATION;
messageField.y = SCREEN_HEIGHT / 3 * 2; messageField.text = "CircleCycle";
break;
}
case GAME:
{
clearActors();
player.start();
gameOverTicks = -1;
messageField.text = "";
score = 0; stage = 0;
break;
}
case GAME_OVER:
{
player.hide();
gameOverTicks = 0;
messageField.y = SCREEN_HEIGHT / 2; messageField.text = "GAME OVER";
timeField.text = "";
break;
}
}
}
function clearActors():void
{
shots = null; bullets = null; sparks = null;
shots = new Vector.<Shot>; bullets = new Vector.<Bullet>; sparks = new Vector.<Spark>;
for each (var c:Circle in circles) c.remove();
circles = null; circles = new Vector.<Circle>;
}
// Game actor base class.
class Actor
{
public var pos:Vector3D = new Vector3D;
}
class VelocityActor extends Actor
{
public var vel:Vector3D = new Vector3D;
public var ticks:int;
public function update():Boolean
{
pos.incrementBy(vel);
ticks++;
if (!Field.contains(pos) || ticks > 300) return false;
return true;
}
}
// Player.
var player:Player = new Player;
class Player extends Actor
{
private const INVINCIBLE_DURATION:int = 90;
private const COLLISION_SIZE:Number = 5.0;
private const SPEED:Number = 9.0;
private var vel:Vector3D = new Vector3D;
private var fireTicks:int;
private var sprite:Sprite = new Sprite;
public function initialize():void
{
var g:Graphics = sprite.graphics;
g.lineStyle(5, 0x008800);
g.moveTo(0, -10); g.lineTo(-10,10); g.lineTo(10, 10); g.lineTo(0, -10);
main.addChild(sprite);
}
public function start():void
{
pos.x = 0; pos.y = Field.size.y * 0.5;
vel.y = -5.0;
}
public function hide():void
{
sprite.x = sprite.y = 99999;
}
public function update():void
{
offset.x = offset.y = 0;
if (Key.left) offset.x = -1;
if (Key.right) offset.x = 1;
if (Key.up) offset.y = -1;
if (Key.down) offset.y = 1;
if (offset.x != 0 && offset.y != 0) offset.scaleBy(0.7);
offset.scaleBy(SPEED); pos.incrementBy(offset);
pos.incrementBy(vel); vel.scaleBy(0.9);
if (pos.x < -SCREEN_WIDTH / 2) pos.x = -SCREEN_WIDTH / 2;
if (pos.x > SCREEN_WIDTH / 2) pos.x = SCREEN_WIDTH / 2;
if (pos.y < -SCREEN_HEIGHT / 2) pos.y = -SCREEN_HEIGHT / 2;
if (pos.y > SCREEN_HEIGHT / 2) pos.y = SCREEN_HEIGHT / 2;
Field.offsetX = pos.x * 0.33;
sprite.x = pos.x + SCREEN_WIDTH / 2 - Field.offsetX;
sprite.y = pos.y + SCREEN_WIDTH / 2;
var bc:int = time * 150 / 5000;
addBlur(pos.x, pos.y - 7, 7, 7, 250 - bc, 50 + bc, 100);
addBlur(pos.x, pos.y + 3, 15, 15, 250 - bc, 50 + bc, 100);
drawBox(pos.x + time * 0.02 / 2, pos.y + 15, time * 0.02, 10,
(150 - bc) * 0x10000 + bc * 0x100, 0, 0, 0, 0);
var i:int;
if (fireTicks <= 0 && shots.length <= 7 && abs(vel.y) < 1.0 && Key.button1)
{
fireTicks = 2;
var s:Shot;
for (i = 0; i < 7; i++)
{
s = new Shot;
s.pos.x = pos.x; s.pos.y = pos.y;
var d:Number = (i - 3) * 0.1;
s.vel.x = sin(d) * 24.0; s.vel.y = -cos(d) * 24.0;
shots.push(s);
}
}
fireTicks--;
i = 0;
for each (var b:Bullet in bullets)
{
if (Vector3D.distance(pos, b.pos) <= COLLISION_SIZE)
{
if (vel.y < 1.0)
{
vel.y += 20.0;
addSparks(50, pos.x, pos.y, 30.0, 15.0, 200, 200, 100);
time /= 2;
}
else
{
bullets.splice(i, 1); i--;
}
}
i++;
}
}
}
// Player's shots.
var shots:Vector.<Shot> = new Vector.<Shot>;
class Shot extends VelocityActor
{
override public function update():Boolean
{
for each (var c:Circle in circles) if (checkHit(c)) return false;
addBlur(pos.x, pos.y, 20, 15, 50, 150, 100);
return super.update();
}
private function checkHit(c:Circle):Boolean
{
for each (var cc:Circle in c.children) if (cc.exists && checkHit(cc)) return true;
if (c.exists && c.hasCollision && Vector3D.distance(pos, c.pos) < c.spec.spriteRadius + 20.0)
{
addSparks(1, pos.x, pos.y, 20.0, 5.0, 50, 150, 100);
c.damage(); return true;
}
return false;
}
}
// Circles' bullets.
var bullets:Vector.<Bullet>;
class Bullet extends VelocityActor
{
public var baseVel:Vector3D = new Vector3D;
public var color:int, br:int, bg:int, bb:int, size:int;
override public function update():Boolean
{
var sz:Number = 1.5 + Math.sin(ticks * 0.2) * 0.4;
var a:Number = 0.8 + Math.sin(ticks * 0.45) * 0.2;
drawBox(pos.x, pos.y, size, size, color, sz, br * a, bg * a, bb * a);
if (ticks <= 15)
{
vel.x = baseVel.x * (ticks + 15) / 30.0; vel.y = baseVel.y * (ticks + 15) / 30.0;
}
return super.update();
}
}
// Circles.
var circles:Vector.<Circle> = new Vector.<Circle>;
class Circle extends Actor
{
public var children:Vector.<Circle> = new Vector.<Circle>;
public var isTop:Boolean, exists:Boolean = true;
public var spec:CircleSpec;
public var bulletSpeedRatio:Number = 1.0;
public var rollAngle:Number, fireAngle:Number, fireSpeed:Number, angleInterval:Number;
public var baseAngle:Number;
public var ticks:int, shield:int;
public var hasCollision:Boolean;
public var isDamaged:Boolean;
public var sprite:Sprite = new Sprite;
public function start():void
{
var g:Graphics = sprite.graphics;
g.clear();
g.lineStyle(5, (int)(spec.r / 2) * 0x10000 + int(spec.g / 2) * 0x100 + int(spec.b / 2));
g.drawCircle(0, 0, spec.spriteRadius);
main.addChild(sprite);
baseAngle = rollAngle = fireAngle = 0;
shield = spec.shield;
}
public function update():void
{
sprite.x = pos.x + SCREEN_WIDTH / 2 - Field.offsetX;
sprite.y = pos.y + SCREEN_HEIGHT / 2;
var i:int;
if (isDamaged)
{
isDamaged = false;
var da:Number = ticks * 0.1, sr:Number = spec.spriteRadius, bc:int = sr * 0.5;
for (i = 0; i < bc; i++)
{
addBlur(pos.x + sr * sin(da), pos.y + sr * cos(da),
9 + rand() * 7, 9 + rand() * 7, rand() * 128 + 127, rand() * 128, 0);
da += PI * 2 / bc;
}
}
if (spec.fireInterval > 0 && ticks % spec.fireInterval == 0 && pos.y < 0)
{
if (spec.isAimingBaseAngle) baseAngle = atan2(player.pos.x - pos.x, player.pos.y - pos.y);
var ba:Number = baseAngle + rollAngle + fireAngle;
var srv:Number = -spec.bulletSpeedWhipVel * 2/ spec.bulletCount;
for (i = 0; i < spec.bulletCount; i++) fire(ba, 1.0 + spec.bulletSpeedWhipVel + srv * i);
}
ticks++;
if (spec.childrenCount <= 0) return;
rollAngle = spec.rollAngle.getValue(ticks);
fireAngle = spec.fireAngle.getValue(ticks);
fireSpeed = spec.fireSpeed.getValue(ticks);
angleInterval = spec.angleInterval.getValue(ticks);
if (spec.isAimingRollAngle) rollAngle += atan2(player.pos.x - pos.x, player.pos.y - pos.y);
var a:Number = rollAngle - angleInterval * (children.length - 1) / 2 - angleInterval;
for each (var c:Circle in children)
{
a += angleInterval;
if (!c.exists) continue;
c.pos.x = pos.x + sin(a) * spec.radius;
c.pos.y = pos.y + cos(a) * spec.radius;
c.baseAngle = a + fireAngle;
c.update();
}
if (isTop && pos.y < -Field.size.y * 0.5) pos.y += 7.0;
}
private function fire(a:Number, sr:Number):void
{
var b:Bullet = new Bullet;
b.pos.x = pos.x; b.pos.y = pos.y;
var bs:Number = spec.bulletSpeed * bulletSpeedRatio * sr;
b.baseVel.x = sin(a) * bs; b.baseVel.y = cos(a) * bs;
b.size = spec.bulletSize;
b.br = spec.r; b.bg = spec.g; b.bb = spec.b;
b.color = int(b.br / 4) * 0x10000 + int(b.bg / 4) * 0x100 + int(b.bb / 4);
bullets.push(b);
}
public function damage():void
{
isDamaged = true;
shield--;
if (shield <= 0) remove(true);
}
public function remove(isDestroyed:Boolean = false):void
{
main.removeChild(sprite);
for each (var c:Circle in children) if (c.exists) c.remove();
exists = false;
if (!isDestroyed) return;
var ba:Number = ticks * 0.1, sr:Number = spec.spriteRadius, bc:int = sr * 0.5;
for (var i:int = 0; i < bc; i++)
{
addSparks(1, pos.x + sr * sin(ba), pos.y + sr * cos(ba), 10.0, 10.0, spec.r, spec.g, spec.b);
ba += PI * 2 / bc;
}
}
}
class CircleSpec
{
public static const FIX:int = 0, WEDGE:int = 1;
public var radius:Number, spriteRadius:Number;
public var isRound:Boolean;
public var rollAngle:Waveform = new Waveform;
public var isAimingRollAngle:Boolean, isAimingBaseAngle:Boolean;
public var fireAngle:Waveform = new Waveform, fireSpeed:Waveform = new Waveform;
public var fireInterval:int = -1;
public var angleInterval:Waveform = new Waveform;
public var bulletSpeed:Number = 7.0, bulletSize:Number = 15.0;
public var bulletSpeedFanType:int, bulletSpeedFanVel:Number = 0;
public var fireDelayType:int, fireDelayVel:Number = 0;
public var bulletCount:int = 1, bulletSpeedWhipVel:Number = 0;
public var r:int, g:int, b:int;
public var childrenCount:int;
public var shield:int;
public function set(childrenCount:int, radius:Number, childRadius:Number):void
{
this.childrenCount = childrenCount;
this.radius = radius; spriteRadius = radius + childRadius;
shield = radius * 0.7;
rollAngle.width = (0.5 + rand() * 0.5) * ((int)(rand() * 2) * 2 - 1);
isRound = (rand() < 0.25);
if (isRound) {
rollAngle.type = Waveform.MONOTONE;
rollAngle.interval = 60 + rand() * 60;
if (rand() < 0.4) fireAngle.type = Waveform.MONOTONE;
fireAngle.width = (2.0 + rand() * 2.0) * ((int)(rand() * 2) * 2 - 1);
fireAngle.interval = 90 + rand() * 90;
if (rand() < 0.3) fireAngle.center = rand() * PI * 2;
angleInterval.center = PI * 2 / childrenCount;
}
else
{
isAimingRollAngle = true;
if (rand() < 0.3) rollAngle.type = Waveform.SIN;
rollAngle.interval = 120 + rand() * 90;
if (rand() < 0.3) angleInterval.type = Waveform.SIN;
angleInterval.center = ((2.0 + rand() * 2.0) / childrenCount) * ((int)(rand() * 2) * 2 - 1);
angleInterval.width = angleInterval.center * (0.3 + rand() * 0.3);
angleInterval.interval = 60 + rand() * 60;
}
if (rand() < 0.5) bulletSpeedFanType = WEDGE;
if (rand() < 0.5) bulletSpeedFanVel = (0.3 + rand() * 0.2) * ((int)(rand() * 2) * 2 - 1);
if (rand() < 0.5) fireDelayType = WEDGE;
if (rand() < 0.5) fireDelayVel = (8.0 + rand() * 6.0) * ((int)(rand() * 2) * 2 - 1);
}
}
class Waveform
{
public static const FIX:int = 0, MONOTONE:int = 1, SIN:int = 2;
public var type:int = FIX, center:Number = 0, width:Number = 0, interval:int = 1;
public function getValue(ticks:int):Number
{
switch (type)
{
case FIX: return center;
case MONOTONE: return center + width * ticks * 2 / interval;
case SIN: return center + width * sin(PI * 2 * ticks / interval);
}
return 0;
}
}
function addCircles(x:Number, depth:int, fireIntervalRatio:Number, bulletSpeed:Number):void
{
var radius:Number = (20 + rand() * 20) * depth;
var c:Circle = new Circle;
c.pos.x = x; c.pos.y = -Field.size.y - radius;
c.isTop = true; c.hasCollision = true;
var r:int, g:int, b:int;
r = 127 + rand() * 128; g = 127 + rand() * 128; b = 127 + rand() * 128;
var sps:Vector.<CircleSpec> = new Vector.<CircleSpec>;
var turretCount:int = createCircleSpecs(sps, radius, depth, r, g, b);
var sp:CircleSpec;
for each (sp in sps) if (sp.isRound) turretCount *= 0.75;
sp = sps[0];
sp.fireInterval = turretCount * fireIntervalRatio + 1;
sp.bulletSpeed = bulletSpeed; sp.bulletSize = 10.0 + depth * 3;
addCircleChildren(c, sps.length - 1, sps, 1.0, 0);
circles.push(c);
}
function createCircleSpecs(sps:Vector.<CircleSpec>, radius:Number, depth:int, r:int, g:int, b:int):int
{
var sp:CircleSpec = new CircleSpec;
sp.r = r; sp.g = g; sp.b = b;
var turretCount:int;
if (depth == 0)
{
sp.radius = 0; sp.spriteRadius = radius; sp.childrenCount = 0;
if (rand() < 0.3)
{
sp.bulletCount = 2 + rand() * 5;
sp.bulletSpeedWhipVel = 0.2 + rand() * 0.2;
turretCount = sp.bulletCount * 0.75;
}
else turretCount = 1;
}
else
{
sp.childrenCount = 1 + rand() * 7;
var cr:Number = radius * (0.33 + rand() * 0.1);
sp.set(sp.childrenCount, radius, cr);
turretCount = createCircleSpecs(sps, cr, depth - 1, r, g, b) * sp.childrenCount;
}
sps.push(sp);
return turretCount;
}
function addCircleChildren(c:Circle, index:int, sps:Vector.<CircleSpec>,
bulletSpeedRatio:Number, fireDelay:Number):void
{
var sp:CircleSpec = sps[index];
var bsv:Number = -sp.bulletSpeedFanVel * 2 / sp.childrenCount;
var fdv:Number = -sp.fireDelayVel * 2 / sp.childrenCount;
if (sp.bulletSpeedFanType == CircleSpec.WEDGE) bsv *= 2;
if (sp.fireDelayType == CircleSpec.WEDGE) fdv *= 2;
for (var i:int = 0; i < sp.childrenCount; i++)
{
var cc:Circle = new Circle;
var bsr:Number;
if (sp.bulletSpeedFanType == CircleSpec.FIX || i < sp.childrenCount / 2) bsr = 1.0 + sp.bulletSpeedFanVel + bsv * i;
else bsr = 1.0 + sp.bulletSpeedFanVel + bsv * (sp.childrenCount - 1 - i);
var fd:Number;
if (sp.fireDelayType == CircleSpec.FIX || i < sp.childrenCount / 2) fd = sp.fireDelayVel + fdv * i;
else fd = sp.fireDelayVel + fdv * (sp.childrenCount - 1 - i);
addCircleChildren(cc, index - 1, sps, bsr * bulletSpeedRatio, fireDelay + fd);
c.children.push(cc);
}
c.bulletSpeedRatio = bulletSpeedRatio;
c.ticks = fireDelay;
c.spec = sp; c.start();
}
// Sparks.
var sparks:Vector.<Spark>;
class Spark extends VelocityActor
{
public var size:Number;
public var r:int, g:int, b:int;
override public function update():Boolean
{
vel.scaleBy(0.99);
size *= 0.95;
r += (BACKGROUND_BRIGHTNESS - r) * 0.1;
g += (BACKGROUND_BRIGHTNESS - g) * 0.1;
b += (BACKGROUND_BRIGHTNESS - b) * 0.1;
var cr:Number = rand() + 0.5;
var br:int = r * cr, bg:int = g * cr, bb:int = b * cr;
if (br > 255) br = 255;
if (bg > 255) bg = 255;
if (bb > 255) bb = 255;
drawBox(pos.x, pos.y, size, size, r * 0x10000 + g * 0x100 + b, 1.5, br, bg, bb);
return super.update();
}
}
function addSparks(count:int, x:Number, y:Number, speed:Number, size:Number, r:int, g:int ,b:int):void
{
for (var i:int = 0; i < count; i++)
{
var s:Spark = new Spark;
s.pos.x = x; s.pos.y = y;
var a:Number = rand() * PI * 2, sp:Number = speed * (0.5 + rand());
s.vel.x = Math.sin(a) * sp; s.vel.y = Math.cos(a) * sp;
s.size = size;
s.r = r; s.g = g; s.b = b;
s.ticks = 15 + 15 * rand();
sparks.push(s);
}
}
// Game field.
class Field
{
public static const SIDE_BOARD_WIDTH:Number = SCREEN_WIDTH / 6;
public static var size:Vector3D = new Vector3D;
public static var offsetX:Number = 0;
public static function initialize():void
{
size.x = SCREEN_WIDTH * 1.1 / 2; size.y = SCREEN_HEIGHT * 1.1 / 2;
}
public static function drawSideBoard():void
{
rect.width = SIDE_BOARD_WIDTH; rect.height = SCREEN_HEIGHT; rect.y = 0;
rect.x = 0; screen.fillRect(rect, BACKGROUND_COLOR);
rect.x = SCREEN_WIDTH - rect.width; screen.fillRect(rect, BACKGROUND_COLOR);
}
public static function contains(p:Vector3D):Boolean
{
return (p.x >= -size.x && p.x <= size.x && p.y >= -size.y && p.y <= size.y);
}
}
// Blur effect.
const BLUR_MAX_COUNT:int = 512, BLUR_HISTORY_COUNT:int = 6;
var blurs:Vector.<Vector.<Blur>> = new Vector.<Vector.<Blur>>(BLUR_HISTORY_COUNT, true);
var blurCounts:Vector.<int> = new Vector.<int>(BLUR_HISTORY_COUNT, true);
var blurIndex:int;
class Blur
{
public var pos:Vector3D = new Vector3D;
public var width:Number, height:Number;
public var r:int, g:int, b:int;
public function update():void
{
rect.x = pos.x - width / 2 - Field.offsetX; rect.width = width;
rect.y = pos.y - height / 2; rect.height = height;
screen.fillRect(rect, r * 0x10000 + g * 0x100 + b);
width *= 1.2; height *= 1.2;
r += (BACKGROUND_BRIGHTNESS - r) * 0.2;
g += (BACKGROUND_BRIGHTNESS - g) * 0.2;
b += (BACKGROUND_BRIGHTNESS - b) * 0.2;
}
}
function drawBox(x:Number, y:Number, w:int, h:int, color:int,
blurSizeRatio:Number, br:int, bg:int, bb:int):void
{
rect.x = x - w / 2 + SCREEN_WIDTH / 2 - Field.offsetX;
rect.y = y - h / 2 + SCREEN_HEIGHT / 2;
rect.width = w; rect.height = h;
screen.fillRect(rect, color);
if (blurSizeRatio > 0) addBlur(x, y, w * blurSizeRatio, h * blurSizeRatio, br, bg, bb);
}
function addBlur(x:Number, y:Number, w:Number, h:Number, r:int, g:int, b:int):void
{
if (blurCounts[blurIndex] >= BLUR_MAX_COUNT) return;
var bl:Blur = blurs[blurIndex][blurCounts[blurIndex]];
bl.pos.x = x + SCREEN_WIDTH / 2; bl.pos.y = y + SCREEN_HEIGHT / 2;
bl.width = w; bl.height = h;
bl.r = r; bl.g = g; bl.b = b;
blurCounts[blurIndex]++;
}
function updateBlurs():void
{
var bi:int = blurIndex + 1;
for (var i:int = 0; i < BLUR_HISTORY_COUNT; i++)
{
if (bi >= BLUR_HISTORY_COUNT) bi = 0;
for (var j:int = 0; j < blurCounts[bi]; j++) blurs[bi][j].update();
bi++;
}
blurIndex++;
if (blurIndex >= BLUR_HISTORY_COUNT) blurIndex = 0;
blurCounts[blurIndex] = 0;
}
function initializeBlurs():void
{
for (var i:int = 0; i < BLUR_HISTORY_COUNT; i++)
{
var bs:Vector.<Blur> = new Vector.<Blur>(BLUR_MAX_COUNT, true);
for (var j:int = 0; j < BLUR_MAX_COUNT; j++) bs[j] = new Blur;
blurs[i] = bs; blurCounts[i] = 0;
}
blurIndex = 0;
}
// Utility classes and functions.
class Key
{
public static var left:Boolean, up:Boolean, right:Boolean, down:Boolean;
public static var button1:Boolean;
public static function onKeyDown(event:KeyboardEvent):void
{
switch (event.keyCode)
{
case 0x25:case 0x41: left = true; break;
case 0x26:case 0x57: up = true; break;
case 0x27:case 0x44: right = true; break;
case 0x28:case 0x53: down = true; break;
case 0x5a:case 0xbf:
case 0x58:case 0xbe: button1 = true; break;
}
}
public static function onKeyUp(event:KeyboardEvent):void
{
switch (event.keyCode)
{
case 0x25:case 0x41: left = false; break;
case 0x26:case 0x57: up = false; break;
case 0x27:case 0x44: right = false; break;
case 0x28:case 0x53: down = false; break;
case 0x5a:case 0xbf:
case 0x58:case 0xbe: button1 = false; break;
}
}
}
function createTextField(x:int, y:int, width:int, size:int, color:int,
align:String = TextFormatAlign.LEFT):TextField
{
var fm:TextFormat = new TextFormat;
fm.font = "_typewriter"; fm.bold = true;
fm.size = size; fm.color = color; fm.align = align;
var fi:TextField = new TextField;
fi.defaultTextFormat = fm;
fi.x = x; fi.y = y; fi.width = width; fi.selectable = false;
return fi;
}