パーティクル崩れない
コードはめっちゃ汚いよ!
ブロックの数465*100
がんばってクリアしてください
お前らチートばっかりするから、難しくしてやったぞ!
参考
http://wonderfl.net/code/31a7251b9d62a22753ee35a2865e64a3020eea0c
/**
* Copyright coppieee ( http://wonderfl.net/user/coppieee )
* MIT License ( http://www.opensource.org/licenses/mit-license.php )
* Downloaded from: http://wonderfl.net/c/aE7e
*/
// forked from coppieee's パーティクル崩し
//コードはめっちゃ汚いよ!
//ブロックの数465*100
//がんばってクリアしてください
//
//お前らチートばっかりするから、難しくしてやったぞ!
//
//参考
//http://wonderfl.net/code/31a7251b9d62a22753ee35a2865e64a3020eea0c
package
{
import flash.display.Bitmap;
import flash.display.BitmapData;
import flash.display.Sprite;
import flash.events.Event;
import flash.events.MouseEvent;
import flash.geom.ColorTransform;
import flash.geom.Matrix;
import flash.geom.Rectangle;
import flash.text.TextField;
import flash.text.TextFieldAutoSize;
import net.hires.debug.Stats;
[SWF(width = "465", height = "465", frameRate = "30")]
public class BlockBreaker extends Sprite
{
private static const HEIGHT:Number = 465;
private static const WIDTH:Number = 465;
private var _canvas:BitmapData;
private var _blocks:Blocks;
private var _fallBlocks:Vector.<Particle>;
private var _balls:Vector.<Particle>;
private var _bar:Bitmap;
public function BlockBreaker()
{
_canvas = new BitmapData(WIDTH, HEIGHT,false,0x000000);
addChild(new Bitmap(_canvas));
_blocks = new Blocks(WIDTH, 100);
_fallBlocks = new Vector.<Particle>();
var b:BitmapData = new BitmapData(50, 10, false, 0x00FF00);
addChild(_bar = new Bitmap(b));
_bar.y = WIDTH -b.width;
var _ball:Particle = new Particle(WIDTH / 2, HEIGHT / 2);
var radian:Number = Math.random() * Math.PI*2;
_ball.vx = Math.cos(radian)*10;
_ball.vy = Math.sin(radian)*10;
_ball.color = 0xFFFFFF;
_balls = new Vector.<Particle>();
_balls.push(_ball);
//var stats:Stats = new Stats();
//stats.y = 200;
//addChild(stats);
addEventListener(Event.ENTER_FRAME, update);
}
private function update(e:Event):void
{
_canvas.lock();
_canvas.colorTransform(_canvas.rect, new ColorTransform (0.0, 0.0, 0.0));
var ballX:Number = 1000;
var ballY:Number = 1000;
if (_balls.length > 0)
{
ballX = _balls[0].x
ballY = _balls[0].y;
}
for each(var block:Particle in _blocks.values)
{
if (block)
{
var dx:Number = block.x - ballX;
var dy:Number = block.y - ballY;
var rr:Number = dx * dx + dy * dy;
var r:Number = Math.sqrt(rr);
//Math.atan2()重い。
//var theta:Number = Math.atan2(dy, dx);
var d:Number = 3000 / rr;
block.vx = dx / r * d + (block.column - block.x) * 0.1;
block.vy = dy / r * d + (block.row - block.y ) * 0.1;
block.x += block.vx;
block.y += block.vy;
_canvas.setPixel(block.x, block.y, block.color);
}
}
var removeBalls:Vector.<Particle> = new Vector.<Particle>();
for each(var ball:Particle in _balls)
{
var bvx:Number = ball.vx;
var bvy:Number = ball.vy;
var bspeed:Number = Math.sqrt(bvx * bvx + bvy * bvy);
var bradius:Number = Math.atan2(bvy, bvx);
for (var i:int = 0; i < bspeed;i++)
{
ball.x += ball.vx/bspeed;
ball.y += ball.vy / bspeed;
//当たり判定とか要らないよね^^
//var hitParticle:Particle = _blocks.getParticle(ball.x, ball.y);
//if(hitParticle)
//{
//var removedP:Particle = _blocks.removeParticle(ball.x, ball.y);
//removedP.vx = Math.cos(bradius+Math.PI*2/(30*Math.random())-15)*3;
//removedP.vy = 1;
//removedP.color = hitParticle.color;
//_fallBlocks.push(removedP);
//ball.vy = -ball.vy;
//}
var changeBallAngle:Function = function():void{
var r:Number = Math.sqrt(ball.vx * ball.vx + ball.vy * ball.vy);
var theta:Number = Math.atan2(ball.vy, ball.vx) + (Math.random()* 2 - 1)/(Math.PI *2);
ball.vx = Math.cos(theta) * r;
ball.vy = Math.sin(theta) * r;
};
if ((ball.x < 0 && ball.vx < 0) || (ball.x > WIDTH && ball.vx > 0))
{
changeBallAngle();
ball.vx = -ball.vx;
}
if (ball.y < 0 && ball.vy < 0)
{
changeBallAngle();
ball.vy = -ball.vy;
}
if (ball.y > HEIGHT)
{
changeBallAngle();
removeBalls.push(ball);
}
if (_bar.hitTestPoint(ball.x, ball.y))
{
changeBallAngle();
ball.vy = -Math.abs(ball.vy);
}
_canvas.setPixel(ball.x, ball.y, ball.color);
}
}
removeBalls.forEach(function(b:Particle, ...args):void {
var index:int = _balls.indexOf(b);
if (index != -1)
{
_balls.splice(index, 1);
}
});
var removeFallBs:Vector.<Particle> = new Vector.<Particle>();
_fallBlocks.forEach(function(fallP:Particle, ...args):void {
fallP.vy += 0.1;
fallP.x += fallP.vx;
fallP.y += fallP.vy;
_canvas.setPixel(fallP.x, fallP.y, fallP.color);
if (_bar.hitTestPoint(fallP.x,fallP.y))
{
var newball:Particle = new Particle(fallP.x,fallP.y);
newball.vx = Math.random() * 10;
newball.vy = Math.random() * 9 + 1;
newball.color = fallP.color;
_balls.push(newball);
removeFallBs.push(fallP);
}else if (fallP.y > HEIGHT)
{
removeFallBs.push(fallP);
}
});
removeFallBs.forEach(function(b:Particle,...args):void{
var index:int = _fallBlocks.indexOf(b);
if (index != -1)
{
_fallBlocks.splice(index, 1);
}
});
_bar.x = stage.mouseX;
_canvas.unlock();
if (_blocks.count == 0)
{
removeEventListener(Event.ENTER_FRAME, update);
var clearTF:TextField = new TextField();
clearTF.text = "CLEAR!\nおめでと";
clearTF.textColor = 0xFFFFFF;
clearTF.autoSize = TextFieldAutoSize.LEFT;
_canvas.draw(clearTF,new Matrix(5,0,0,5,WIDTH/2-clearTF.width*5/2,HEIGHT/2-clearTF.height*5/2));
}
}
}
}
import frocessing.color.ColorHSV;
class Blocks
{
public function get count():int { return _count;}
private var _count:int;
public function get width():Number { return _width; }
private var _width:Number;
public function get height():Number { return _height; }
private var _height:Number;
public var values:Vector.<Particle>;
function Blocks(width:Number,height:Number)
{
_width = width;
_height = height;
_count = width * height;
values = new Vector.<Particle>(width * height, false);
var c:ColorHSV = new ColorHSV();
for (var i:int = 0; i < _width; i++)
{
c.h = 360 * i / _width;
for (var j:int = 0 ; j < _height; j++ )
{
var p:Particle = new Particle(i, j);
p.row = p.y;
p.column = p.x;
p.color = c.value;
values[i + j * _width] = p;
}
}
}
public function getParticle(x:int, y:int):Particle
{
var index:int = x + y * _width;
if (index >= values.length || index < 0)
{
return null;
}
return values[x + y * _width];
}
public function removeParticle(x:int, y:int):Particle
{
var p:Particle = values[x + y * _width];
if (p)
{
_count--;
values[x + y * _width] = undefined;
}
return p;
}
}
class Particle
{
public var row:Number;
public var column:Number;
public var x:Number;
public var y:Number;
public var vx:Number = 0;
public var vy:Number = 0;
public var color:uint;
public function Particle(x:Number=0,y:Number=0 )
{
this.x = x;
this.y = y;
}
}