forked from: 雑魚ゲー
実はゲームになってません。
Mouseで移動
Zで攻撃
Xでジャンプ
MRSSつかってみました。いろんなところで戦えます。
雑魚絵は友人作成です。
死亡演出追加
体力を3にしたり、ツイートボタン追加したり。
/**
* Copyright hacker_brf0gepu ( http://wonderfl.net/user/hacker_brf0gepu )
* MIT License ( http://www.opensource.org/licenses/mit-license.php )
* Downloaded from: http://wonderfl.net/c/dNzc
*/
// forked from kuma360's 雑魚ゲー
//実はゲームになってません。
//
//Mouseで移動
//Zで攻撃
//Xでジャンプ
//
//MRSSつかってみました。いろんなところで戦えます。
//雑魚絵は友人作成です。
//
//死亡演出追加
//体力を3にしたり、ツイートボタン追加したり。
package
{
import flash.display.*;
import flash.events.*;
import flash.geom.ColorTransform;
import flash.net.URLRequest;
import flash.system.LoaderContext;
import flash.text.TextField;
import flash.text.TextFormat;
import com.bit101.components.PushButton;
import flash.net.navigateToURL;
import flash.utils.escapeMultiByte;
[SWF(width=465 , height=465 , backgroundColor='#000000' , frameRate='60')]
public class Main extends Sprite
{
private var _canvas:BitmapData = null ;
private var _key:Array = null ;
private var _mainHero:Hero = null ;
private var _h:Vector.<Hero> = null ;
private var _effect:Effect = null ;
private var _back:MRSS = null ;
private var _scoreText:TextField = new TextField ;
private var _button:PushButton ;
////////////////////////////////////
public function Main() {
var I:int = 0 ;
//キャンバス用意
_canvas = new BitmapData ( stage.stageWidth , stage.stageHeight , false , 0 ) ;
addChild ( new Bitmap ( _canvas ) ) ;
//背景用
_back = new MRSS ;
//キャラクター用t
_h = new Vector.<Hero>;
//ヒットマーク用
_effect = new Effect ;
//スコア
_score = 0 ;
_scoreText.autoSize = "left" ;
_scoreText.defaultTextFormat = new TextFormat ( null , 15 , 0xFFFFFF ) ;
_scoreText.text = _score.toString () ;
addChild ( _scoreText ) ;
//送信ボタン
_button = new PushButton ( this , 0 , 0 , "Tweet" );
_button.x = ( 465 - _button.width ) / 2 ;
_button.y = ( 465 - _button.height ) / 2 ;
_button.visible = false ;
_button.addEventListener ( MouseEvent.CLICK , function ():void { navigateToURL ( new URLRequest ( "http://twitter.com/home?status=" + escapeMultiByte ( "雑魚ゲー http://wonderfl.net/c/vAlp がんばりました。 score=" + _score ) ) ); } ) ;
//入力用
_key = new Array ( 256 ) ;
for ( I = 0; I < 256; ++I ) { _key[I] = false; }
stage.addEventListener( KeyboardEvent.KEY_DOWN, function ( E:KeyboardEvent ):void { _key[ E.keyCode ] = true; } );
stage.addEventListener( KeyboardEvent.KEY_UP , function ( E:KeyboardEvent ):void { _key[ E.keyCode ] = false; } );
//キャラクタ画像読み込み
var L:Loader = new Loader;
L.contentLoaderInfo.addEventListener ( Event.COMPLETE, compLoad ) ;
L.contentLoaderInfo.addEventListener ( IOErrorEvent.IO_ERROR , function ():void { } ) ;
L.load ( new URLRequest ( FILENAME ) , new LoaderContext ( true ) ) ;
}
////////////////////////////////////
private function compLoad( e:Event ):void {
var B:Bitmap = e.target.content as Bitmap ;
_mainHero = new Hero ( B ) ;
_h.push ( _mainHero ) ;
_h.push ( new Hero ( B , new ColorTransform ( .2 , 1 , .4 , 1 ) ) ) ;
_h.push ( new Hero ( B , new ColorTransform ( .2 , 1 , .4 , 1 ) ) ) ;
_h.push ( new Hero ( B , new ColorTransform ( .2 , 1 , .4 , 1 ) ) ) ;
_h.push ( new Hero ( B , new ColorTransform ( .2 , 1 , .4 , 1 ) ) ) ;
addEventListener ( Event.ENTER_FRAME , run ) ;
}
////////////////////////////////////
private function run ( e:Event ):void {
var TH1:Hero ;
var TH2:Hero ;
//背景
_back.render ( _canvas ) ;
//入力
for each ( TH1 in _h ) {
if ( TH1 == _mainHero ) {
_mainHero.input ( mouseX , mouseY , _key[90] , _key[88] ) ;
} else {
TH1.inputAuto() ;
}
}
//更新
for each ( TH1 in _h ) {
TH1.update () ;
}
//攻撃判定
for each ( TH1 in _h ) {
for each ( TH2 in _h ) {
TH1.attackChk ( TH2 , _effect ) ;
}
}
//移動判定
for each ( TH1 in _h ) {
for each ( TH2 in _h ) {
TH1.moveChk ( TH2 ) ;
}
}
//影描画
for each ( TH1 in _h ) {
TH1.render_shadow ( _canvas ) ;
}
//描画
_h.sort ( function ( A:Hero , B:Hero ) :Number { return A.z - B.z ; } ) ;
for each ( TH1 in _h ) {
TH1.render ( _canvas ) ;
}
_effect.update () ;
_effect.render ( _canvas ) ;
_scoreText.text = _score.toString () ;
if ( _end ) {
_button.visible = true ;
}
}
}
}
import flash.display.*;
import flash.geom.*;
import flash.events.Event;
import flash.filters.BlurFilter;
import flash.net.URLLoader;
import flash.net.URLRequest;
import flash.system.LoaderContext;
class MRSS {
//landscape
private const _feed:String = "http://api.flickr.com/services/feeds/photos_public.gne?tags=grass,plain,landscape&format=rss_200";
private const _media:Namespace = new Namespace ( "http://search.yahoo.com/mrss/" ) ;
private var _length:uint = 0 ;
private var _cnt:int = 0 ;
private var _V:Vector.<BitmapData> = new Vector.<BitmapData> ;
private var _now:BitmapData = null ;
////////////////////////////////////
public function MRSS() {
_cnt = 60 * 5 ;
var s:Sprite = new Sprite ;
var G:Graphics = s.graphics ;
G.beginFill ( 0x91ACCE , 1 ) ; G.drawRect ( 0 , 0 , 465 , ZMAX ) ; G.endFill () ;
G.beginFill ( 0x75D36D , 1 ) ; G.drawRect ( 0 , ZMAX , 465 , 465 ) ; G.endFill () ;
_now = new BitmapData ( 465 , 465 , false , 0 ) ;
_now.draw ( s ) ;
var ldr:URLLoader = new URLLoader;
ldr.addEventListener ( Event.COMPLETE, function _load(e:Event):void {
ldr.removeEventListener(Event.COMPLETE, _load);
Loaded ( XML(ldr.data).._media::thumbnail.@url.toXMLString().split('\n') );
} );
ldr.load ( new URLRequest ( _feed ) ) ;
}
////////////////////////////////////
private function Loaded ( $images:Array ) :void {
_length = $images.length ;
for ( var i:int = 0; i < _length ; ++i ) {
var ldr:Loader;
ldr = new Loader;
ldr.contentLoaderInfo.addEventListener ( Event.COMPLETE , Loadcomp ) ;
var strArray:String = $images[ i ].replace ( "_s" , "" ) ;
ldr.load ( new URLRequest ( strArray ) , new LoaderContext ( true ) ) ;
}
}
////////////////////////////////////
private function Loadcomp ( e:Event ) :void {
var data:Bitmap = e.target.content as Bitmap ;
if ( data ) {
var m:Matrix = new Matrix;
m.scale ( 465 / data.width , 465 / data.height ) ;
var b:BitmapData = new BitmapData ( 465 , 465 , false , 0 ) ;
b.draw ( data , m ) ;
_V.push ( b ) ;
}
}
////////////////////////////////////
public function render ( canvas:BitmapData ) :void {
if ( 60 * 5 < ++ _cnt && _V.length ) {
_cnt = 0 ;
_now = _V [ Math.floor ( Math.random() * _V.length ) ] ;
}
canvas.copyPixels ( _now , _now.rect , ZERO_POINT ) ;
}
}
class Effect {
private var _img:BitmapData = null ;
private var _V:Vector.<Object> = new Vector.<Object> ;
////////////////////////////////////
public function Effect() {
_img = new BitmapData ( 50 , 50 , true , 0 ) ;
var S:Sprite = new Sprite ;
var G:Graphics = S.graphics ;
var M:Matrix = new Matrix ;
M.createGradientBox ( 50 , 50 , 0 , 0 , 0 ) ;
G.lineStyle ( 1 ) ;
G.lineGradientStyle ( "radial" , [ 0xFFFFFF , 0xFFA020 ] , [ 1 , 0 ] , [ 0 , 255 ] , M ) ;
for ( var I:int = 0 ; I < 50 ; ++ I ) {
G.moveTo ( 25 , 25 ) ;
var R:Number = I / 50 * 360 * Math.PI / 180 ;
G.lineTo ( Math.cos ( R ) * 25 + 25 , Math.sin ( R ) * 25 + 25 ) ;
}
S.filters = [ new BlurFilter ] ;
_img.draw ( S ) ;
}
////////////////////////////////////
public function push ( x:int , y:int ) :void {
_V.push ( { P:new Point ( x - _img.width * .5 , y - _img.height * 1.5 ) , T:6 } ) ;
}
////////////////////////////////////
public function update () :void {
for ( var I:int = 0 ; I < _V.length ; ++ I ) {
if ( -- _V[I].T < 0 ) {
_V.splice ( I , 1 ) ;
}
}
}
////////////////////////////////////
public function render ( canvas:BitmapData ) :void {
for each ( var O:Object in _V ) {
canvas.copyPixels ( _img , _img.rect , O.P ) ;
}
}
}
class Hero {
//キャラクタのスケール
private const SCALE:Number = 1.5 ;
//キャラクタの実サイズ
private const SIZE :int = 64 * SCALE ;
//ユニークID管理
private static var _UNIQUE:int = 0 ;
private var _id:int = 0 ;
//体力
private var _hp:int = 0 ;
private var _death:Boolean = false ;
private var _death_cnt:int = 0;
//画像
private var _img:BitmapData = null ;
private var _img_r:BitmapData = null ;
private var _shadow:BitmapData = null ;
//アニメーション用
private var _animrect:Rectangle = null ;
private var _animwait:int = 0 ;
private var _anim:int = 0 ;
private var _action:int = 0 ;
private var _actionstep:int = 0 ;
private var _dirc:Boolean = false;
//移動用
private var _speed:Number = 0 ;
private var _target_x:int = 0 ;
private var _target_z:int = 0 ;
private var _pos:Vector3D = null ;
private var _velocity:Vector3D = null ;
//描画用
private var _renderpos:Point = null ;
private var _shadowpos:Point = null ;
//入力用
private var _input_damage:Boolean = false ;
private var _input_attack:Boolean = false ;
private var _input_jump :Boolean = false ;
//ジャンプ管理
private var _jump_state:Boolean = false;
//攻撃管理
private var _attack_state:int = 0 ;
private var _attack_shake:int = 0 ;
private var _hitRegist:Vector.<int> = null ;
//被ダメージ管理
private var _damage_action:int = 0 ;
private var _damage_shake:int = 0 ;
////////////////////////////////////
public function Hero ( B:Bitmap , C:ColorTransform = null ) {
_id = _UNIQUE ++ ;
var M:Matrix = new Matrix ;
var S:Sprite = new Sprite;
var G:Graphics = S.graphics;
var I:int = 0 ;
var J:int = 0 ;
var S1:Number = 30 * SCALE ;
var S2:Number = 12 * SCALE ;
var S3:Number = B.width * SCALE ;
var S4:Number = B.height * SCALE ;
//スケーリング
M.scale ( SCALE , SCALE ) ;
//影
G.beginFill ( 0 , .5 ) ;
G.drawEllipse ( 0 , 0 , S1 , S2 ) ;
G.endFill () ;
_shadow = new BitmapData ( S1 , S2 , true , 0 ) ;
_shadow.draw ( S ) ;
//キャラクタ-
_img = new BitmapData ( S3 , S4 , true , 0 ) ;
_img.draw ( B , M , C ) ;
//反転キャラクター
_img_r = new BitmapData ( S3 , S4 , true , 0 ) ;
for ( I = 0 ; I < S3 ; I += SIZE ) {
for ( J = 0 ; J < SIZE ; ++ J ) {
_img_r.copyPixels (
_img ,
new Rectangle ( I + J , 0 , 1 , S4 ) ,
new Point ( I + SIZE - J , 0 )
) ;
}
}
//
_renderpos = new Point ;
_shadowpos = new Point ;
_velocity = new Vector3D ;
_pos = new Vector3D ( Math.random()*465 , 0 , Math.random() * 100 + 300 ) ;
_animrect = new Rectangle ( 0 , 0 , SIZE , SIZE ) ;
_hitRegist = new Vector.<int> ;
//
input ( Math.random() * 400 , 300 + Math.random() * 150 , false , false ) ;
//
_hp = 3 ;
_death = false ;
_death_cnt = 0 ;
}
////////////////////////////////////
public function get z():Number {
return _pos.z;
}
////////////////////////////////////
public function input ( x:int , y:int , keyA:Boolean , keyJ:Boolean ):void {
_input_attack = keyA ;
_input_jump = keyJ ;
_target_x = x ;
_target_z = y ;
}
////////////////////////////////////
public function inputAuto ( ):void {
_input_attack = Math.random() < 0.01 ;
_input_jump = Math.random() < 0.01 ;
var V:Vector3D = _pos.clone() ;
V.x -= _target_x ;
V.z -= _target_z ;
if ( V.length < 20 * SCALE ) {
_target_x = Math.random() * 465 ;
_target_z = Math.random() * 120 + 300 ;
}
}
////////////////////////////////////
public function update ( ):void {
var CHK:Boolean = true ;
var TC:int = $C[_action][_actionstep] ;
var Ba:int = _action;
var Bas:int = _actionstep;
var X:Number = 0 ;
var Y:Number = 0 ;
var L:Number = 0 ;
if ( _death ) {
if ( 60 < ++ _death_cnt ) {
if ( _id ) {
_hp = 3 ;
_death = false ;
_death_cnt = 0 ;
_pos.x = ( Math.random() < .5 )? -100 : 500 ;
_pos.y = 0 ;
_velocity.y = 0 ;
_action = 12 ;
} else {
_end = true ;
}
}
}
if ( 0 < _damage_shake ) {
CHK = false ;
-- _damage_shake ;
}
if ( 0 < _attack_shake ) {
CHK = false ;
-- _attack_shake ;
}
{//入力の反映
if ( 1 & TC ) {
X = _pos.x - _target_x ;
Y = _pos.z - _target_z ;
L = X * X + Y * Y ;
_action = ( 10 * 10 < L )? 1 : 0 ;
}
if ( 2 & TC ) {
if ( _input_attack ) {
if ( _jump_state ) {
_action = 6 ;
} else {
switch ( _attack_state ) {
case 0 : _attack_state = 1 ; _action = 3 ; break ;
case 1 : _attack_state = 2 ; _action = 7 ; break ;
case 2 : _attack_state = 0 ; _action = 4 ; break ;
}
}
} else {
_attack_state = 0 ;
}
}
if ( 4 & TC ) {
if ( _input_jump ) {
_action = 2 ;
}
}
//強制動作
if ( _damage_action ) {
_action = _damage_action ;
_damage_action = 0 ;
}
if ( Ba != _action ) {
_actionstep = 0 ;
_animwait = 0 ;
}
}
if ( CHK )
{//アニメーション
var TD:int = $D[_action][_actionstep];
switch ( TD ) {
case 0 :
++ _animwait;
break ;
case 1 :
if ( 0 < _velocity.y ) {
++ _animwait ;
}
break ;
case 2:
if ( false == _jump_state ) {
++ _animwait ;
}
break;
case 3:
break;
}
if ( $B[_action][_actionstep] <= _animwait ) {
_animwait = 0 ;
switch ( $E[_action][_actionstep] ) {
case 1: _velocity.y = -5 ; break;
case 2: _action = (_jump_state)? 12 : 0 ; break ;
default: break;
}
if ( $A[_action].length <= ++ _actionstep ) {
_actionstep = 0 ;
}
while ( _hitRegist.length ) {
_hitRegist.pop () ;
}
}
}
if ( CHK && ( 1 & TC ) )
{//加速
_dirc = ( _target_x < _pos.x ) ;
var ty:Number = _velocity.y;
_velocity.y = 0 ;
X = ( _target_x - _pos.x ) ;
Y = ( _target_z - _pos.z ) ;
L = X * X + Y * Y ;
if ( 10 * 10 < L ) {
_velocity.x += X * .01 ;
_velocity.z += Y * .01 ;
}
_speed = _velocity.length ;
_speed = ( 2 < _speed )? 2 : _speed ;
_velocity.normalize ( ) ;
_velocity.scaleBy ( _speed ) ;
_velocity.y = ty ;
}
if ( CHK )
{//移動
_pos.x += _velocity.x * SCALE ;
_pos.y += _velocity.y * SCALE ;
_pos.z += _velocity.z * SCALE *.5 ;
_velocity.y += .2 ;
if ( false == _jump_state ) {
_velocity.x *= .9 ;
_velocity.z *= .9 ;
}
if ( 0 <= _pos.y ) {
_pos.y = 0 ;
_jump_state = false ;
} else {
_jump_state = true ;
}
if ( _pos.z < ZMAX ) {
_pos.z = ZMAX ;
}
}
_anim = $A[_action][_actionstep] ;
}
////////////////////////////////////
public function attackChk ( e:Hero , effect:Effect ):void {
if ( this == e ) {
return ;
}
if ( e._death ) {
return ;
}
for each ( var N:int in _hitRegist ) {
if ( N == e._id ) {
return ;
}
}
//普通の攻撃判定
var temp:int = $F[_action][_actionstep] ;
if ( temp != 0 ) {
var V:Vector3D = _pos.subtract ( e._pos ) ;
if ( _dirc ) {
V.x -= 16 * SCALE ;
} else {
V.x += 16 * SCALE ;
}
if ( V.length < 30 ) {
_attack_shake = 10 ;
_hitRegist.push ( e._id ) ;
//死亡チェック
if ( -- e._hp <= 0 ) {
e._death = true ;
e._death_cnt = 0 ;
e._damage_action = 11 ;
++ _score ;
} else {
e._damage_action = 8 + Math.floor ( Math.random() * 3 ) ;
}
//ノックバック
e._velocity.x = (_dirc)? -1 : 1 ;
e._damage_shake = 15 ;
effect.push ( e._pos.x , e._pos.z + e._pos.y ) ;
}
}
}
////////////////////////////////////
public function moveChk ( e:Hero ):void {
if ( this == e ) {
return ;
}
var V:Vector3D = _pos.subtract ( e._pos ) ;
if ( V.length < 20 * SCALE ) {
V.normalize();
_velocity.x = V.x * 1 ;
_velocity.z = V.z * 1 ;
}
}
////////////////////////////////////
public function render_shadow ( canvas:BitmapData ):void {
_shadowpos.x = _pos.x - 15 * SCALE ;
_shadowpos.y = _pos.z - 7 * SCALE ;
canvas.copyPixels ( _shadow , _shadow.rect , _shadowpos ) ;
}
////////////////////////////////////
public function render ( canvas:BitmapData ):void {
if ( _death ) {
if ( _death_cnt % 10 < 5 ) {
return ;
}
}
_anim %= 40 ;
_animrect.x = Math.floor ( _anim % 8 ) * SIZE ;
_animrect.y = Math.floor ( _anim / 8 ) * SIZE ;
_renderpos.x = _pos.x - SIZE /2 ;
_renderpos.y = _pos.z + _pos.y - SIZE ;
if ( _damage_shake ) {
_renderpos.x += Math.random() * 10 - 5 ;
_renderpos.y += Math.random() * 10 - 5 ;
}
if ( _dirc ) {
canvas.copyPixels ( _img_r , _animrect , _renderpos ) ;
} else {
canvas.copyPixels ( _img , _animrect , _renderpos ) ;
}
}
}
////////////////////////////////////
const FILENAME:String = "http://assets.wonderfl.net/images/related_images/a/a7/a79f/a79f6550f46ab03e548ec7fee72569ee99b89823" ;
const ZERO_POINT:Point = new Point ( 0 , 0 ) ;
const ZMAX:int = 300 ;
//アニメパターン
const $A:Array = [
[ 0 , 1 , 2 , 3 ] , //歩く
[ 32 , 33 , 34 , 35 , 36 , 37 ] , //走る
[ 4 , 5 , 6 , 7 , 4 ] , //飛ぶ
[ 8 , 9 ] , //パンチ
[ 10 , 11 , 12 ] , //強いパンチ
[ 13 , 4 ] , //ジャンプパンチ
[ 14 , 4 ] , //ジャンプキック
[ 29 , 15 ] , //キック
[ 16 ] , //弱ダメージ
[ 17 ] , //中ダメージ
[ 18 ] , //強ダメージ
[ 19 , 20 , 21 , 22 , 22 ] , //ダウン
[ 7 , 4 ] //落下
];
//ウェイト
const $B:Array = [
[ 8 , 8 , 8 , 8 ] , //歩く
[ 5 , 5 , 5 , 5 , 5 , 5 ] , //走る
[ 2 , 2 , 5 , 2 , 5 ] , //飛ぶ
[ 9 , 9 ] , //パンチ
[ 7, 7, 8 ] , //強いパンチ
[ 2 , 5 ] , //ジャンプパンチ
[ 2 , 5 ] , //ジャンプキック
[ 3 , 6 ] , //キック
[ 15 ] , //弱ダメージ
[ 15 ] , //中ダメージ
[ 15 ] , //強ダメージ
[ 9 , 9 , 9 , 9 , 99 ] , //ダウン
[ 2 , 5 ] //落下
] ;
//入力の許可 1=移動 + 2=攻撃 + 4=ジャンプ
const $C:Array = [
[ 7 , 7 , 7 , 7 ] , //歩く
[ 7 , 7 , 7 , 7 , 7 , 7 ] , //走る
[ 0 , 2 , 2 , 2 , 0 ] , //飛ぶ
[ 0 , 0 ] , //パンチ
[ 0 , 0 , 0 ] , //強いパンチ
[ 0 , 0 ] , //ジャンプパンチ
[ 0 , 0 ] , //ジャンプキック
[ 0 , 0 ] , //キック
[ 0 ] , //弱ダメージ
[ 0 ] , //中ダメージ
[ 0 ] , //強ダメージ
[ 0 , 0 , 0 , 0 , 0 ] , //ダウン
[ 0 , 0 ] //落下
] ;
//アニメーションの条件 0=ウェイト 1=_velocity.yが+方向 2=地面に接地 3=終わらない
const $D:Array = [
[ 0 , 0 , 0 , 0 ] , //歩く
[ 0 , 0 , 0 , 0 , 0 , 0 ] , //走る
[ 0 , 1 , 0 , 2 , 0 ] , //飛ぶ
[ 0 , 0 ] , //パンチ
[ 0 , 0 , 0 ] , //強いパンチ
[ 2 , 0 ] , //ジャンプパンチ
[ 2 , 0 ] , //ジャンプキック
[ 0 , 0 ] , //キック
[ 0 ] , //弱ダメージ
[ 0 ] , //中ダメージ
[ 0 ] , //強ダメージ
[ 0 , 0 , 0 , 0 , 3 ] , //ダウン
[ 2 , 0 ] //落下
] ;
//アニメーション切り替わりの際の特殊動作ID 1=ジャンプ 2=[歩くor落下]状態に戻る
const $E:Array = [
[ 0 , 0 , 0 , 0 ] , //歩く
[ 0 , 0 , 0 , 0 , 0 , 0 ] , //走る
[ 1 , 0 , 0 , 0 , 2 ] , //飛ぶ
[ 0 , 2 ] , //パンチ
[ 0 , 0 , 2 ] , //強いパンチ
[ 0 , 2 ] , //ジャンプパンチ
[ 0 , 2 ] , //ジャンプキック
[ 0 , 2 ] , //キック
[ 2 ] , //弱ダメージ
[ 2 ] , //中ダメージ
[ 2 ] , //強ダメージ
[ 0 , 0 , 0 , 0 , 2 ] , //ダウン
[ 0 , 2 ] //落下
] ;
//攻撃判定
const $F:Array = [
[ 0 , 0 , 0 , 0 ] , //歩く
[ 0 , 0 , 0 , 0 , 0 , 0 ] , //走る
[ 0 , 0 , 0 , 0 , 0 ] , //飛ぶ
[ 0 , 1 ] , //パンチ
[ 0 , 1 , 0 ] , //強いパンチ
[ 1 , 0 ] , //ジャンプパンチ
[ 1 , 0 ] , //ジャンプキック
[ 0 , 1 ] , //キック
[ 0 ] , //弱xダメージ
[ 0 ] , //中ダメージ
[ 0 ] , //強ダメージ
[ 0 , 0 , 0 , 0 , 0 ] , //ダウン
[ 0 , 0 ] //落下
] ;
var _end:Boolean = false ;
var _score:int = 0 ;