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

ゲームっぽくしてみたforked from: なんとかディウスっぽい背景

ゲームっぽくしてみた
十字キーで移動
 スペースキーで弾発射
だれか当たり判定つけて><
// forked from gyuque's なんとかディウスっぽい背景
// ゲームっぽくしてみた
// 十字キーで移動
// スペースキーで弾発射
// だれか当たり判定つけて><

package
{
    import flash.display.*;
    import flash.geom.*;
    import flash.events.*;
	import flash.ui.Keyboard;

    [SWF(width="320", height="240", backgroundColor="0x000000", frameRate="30")]  
    public class Nemesis extends Sprite
    {
        public static const W:int = 320;
        public static const H:int = 240;

        private var mScroll:int = 0;
        private var mMyPos:Point;
        private var mBGen:MountainGen = new MountainGen(160);
        private var mTGen:MountainGen = new MountainGen(160, 1);

        private var mBGScreen:BitmapData = new BitmapData(W, H, true, 0);
        private var mBGScreenBmp:Bitmap;
        private var mBGScreenBmp2:Bitmap;
        private var mStarbg:StarBG = new StarBG(W, H, 30);
		
		private var ship:Ship = new Ship(0x00ffff);
		private var speed:int = 4;
		private var isUp:Boolean = false;
		private var isDown:Boolean = false;
		private var isLeft:Boolean = false;
		private var isRight:Boolean = false;
		private var isShot:Boolean = false;
		
        function Nemesis()
        {
            addChild(mStarbg);

            mBGScreenBmp = new Bitmap(mBGScreen);
            addChild(mBGScreenBmp);

            mBGScreenBmp2 = new Bitmap(mBGScreen);
            addChild(mBGScreenBmp2);

			addChild(ship);
			ship.x = 40;
			ship.y = H / 2;
			
            var i:int;
            mBGen.step();
            mTGen.step();
            for (i = 0;i < W;i++) {
                mBGen.step();
                mTGen.step();
                mBGen.draw(mBGScreen, i, 80);
                mTGen.draw(mBGScreen, i, 0, false);
            }

            addEventListener(Event.ENTER_FRAME, tick);
			stage.addEventListener(KeyboardEvent.KEY_DOWN, onKeyDownHandler);
			stage.addEventListener(KeyboardEvent.KEY_UP, onKeyUpHandler);
        }
		
        private var _clrrc:Rectangle = new Rectangle(0, 0, 1, H);
        private function tick(e:Event):void
        {
			
            var ox:int = mScroll % W;
            _clrrc.x = ox;
            mBGScreen.fillRect(_clrrc, 0);

            mStarbg.tick();
            mBGen.step();
            mTGen.step();

            mStarbg.draw();
            mBGen.draw(mBGScreen, ox, 80);
            mTGen.draw(mBGScreen, ox, 0, false);

            mBGScreenBmp.x = -ox;
            mBGScreenBmp2.x = W-ox;

            mScroll++;
			
			ship.y -= isUp? speed : 0;
			ship.y += isDown? speed: 0;
			ship.x -= isLeft? speed: 0;
			ship.x += isRight? speed: 0;
			if (isShot && !(mScroll%5)) {
				var bullet:Bullet = new Bullet(0xff00ff, 3, 20);
				bullet.x = ship.x;
				bullet.y = ship.y;
				addChild(bullet);
			}
			if (ship.x - ship.width< 0) ship.x = ship.width;
			else if (ship.x > W) ship.x = W;

                        if (ship.y - ship.height/2 < 0) ship.y = ship.height/2;
                        else if (ship.y + ship.height/2 > H) ship.y = H - ship.height/2; 
			
        }
		
		private function onKeyDownHandler(e:KeyboardEvent):void {
			switch(e.keyCode) {
				case Keyboard.UP: isUp = true; break;
				case Keyboard.DOWN: isDown = true; break;
				case Keyboard.LEFT: isLeft = true; break;
				case Keyboard.RIGHT: isRight = true; break;
				case Keyboard.SPACE: isShot = true; break;
			}
		}
		private function onKeyUpHandler(e:KeyboardEvent):void 
		{
			switch(e.keyCode) {
				case Keyboard.UP: isUp = false; break;
				case Keyboard.DOWN: isDown = false; break;
				case Keyboard.LEFT: isLeft = false; break;
				case Keyboard.RIGHT: isRight = false; break;
				case Keyboard.SPACE: isShot = false; break;
			}			
		}		
    }
}

import flash.display.*;
import flash.events.Event;
import flash.geom.Point;
	
class Ship extends Sprite
{
	public var color:uint;
	function Ship(color:uint)
	{
		this.color = color;
		this.graphics.lineStyle(0, color);
		this.graphics.lineTo( -30, -10);
		this.graphics.lineTo( -30, 10);
		this.graphics.lineTo(0, 0);
		this.graphics.endFill();
	}
}

class Bullet extends Sprite
{
	public var color:uint;
	public var size:uint;
	public var speed:uint;
	function Bullet(color:uint = 0x0000ff, size:uint = 3, speed:uint = 5)
	{
		this.color = color;
		this.size = size;
		this.speed = speed;
		
		this.graphics.lineStyle(0, color);
		this.graphics.drawCircle(0, 0, size);
		this.graphics.endFill();
		
		addEventListener(Event.ENTER_FRAME, updateHandler);
	}
	
	private function updateHandler(e:Event):void 
	{
		this.x += speed;
		
		if (this.x + size / 2 > Nemesis.W) {
			this.parent.removeChild(this);
			removeEventListener(Event.ENTER_FRAME, updateHandler);
		}
	}
}


class MountainGen
{
    private var mPrevBuffer:Array;
    private var mHeight:int;
    private var mCount:int = 0;

    private var tmpBuffer:Array;
    private var mGenFunc:Function;
    function MountainGen(h:int, generator:int = 0)
    {
        mHeight = h;
        mGenFunc = generator ? genWav2 : genWav;
        mPrevBuffer = new Array(h);
        tmpBuffer   = new Array(h);
    }

    public function draw(b:BitmapData, x:int, y:int, rev:Boolean = true):void
    {
        var i:int;
        for (i = 0;i < mHeight;i++) {
            if (tmpBuffer[i]) {
                var c:int = tmpBuffer[i];
                b.setPixel32(x, rev ? (y+mHeight-i) : (y+i), 0xff000000 | (c/3+11) | ((c/5 + 170)<<16) | ((c/2+60) << 8));
            }

        }        
    }

    public function step():void
    {
        var t:Number = Number(mCount) * 0.02;
        var h:int = mGenFunc(t) * mHeight;
        var i:int, k:int, m:int;

        for (i = 0;i < mHeight;i++) {
            mPrevBuffer[i] = tmpBuffer[i];
        }
        
        for (i = 0;i < mHeight;i++) {
            tmpBuffer[i] = (i < h) ? (Math.random()*80 + 80) : 0;

            if (tmpBuffer[i]) {
                if (mPrevBuffer[i])
                    tmpBuffer[i] = (tmpBuffer[i] + mPrevBuffer[i]*7)/8;

                if (mPrevBuffer[i] == 0 || i == (h-1)) {
                    m = 50;
                    for (k = i;k >= 0 && m > 0;k--, m-=4) {
                        if (m > 33) m--;
                        tmpBuffer[k] += m;

                        m += Math.random()*7;
                    }
                }

                if (mPrevBuffer[i+1] && i == (h-1)) {
                    m = -48;
                    for (k = i;k >= 0 && m < 0;k--, m++) {
                        tmpBuffer[k] += m;
                        if (tmpBuffer[k]<1) tmpBuffer[k] = 1;
                    }
                }

           }
        }

       for (i = 0;i < mHeight;i++)
            tmpBuffer[i] = (tmpBuffer[i] < 0) ? 0 : (tmpBuffer[i] > 255) ? 255 : tmpBuffer[i];

        mCount++;
    }

    private static function genWav(t:Number, nest:int = 0):Number
    {
        var v:Number = Math.sin(t);
        v += Math.cos(t*3) * 0.1;
        v += Math.cos(0.1 + t*10) * 0.02;
        v *= Math.cos(t*0.1);

        if (nest < 5)
            v += genWav(t+1, ++nest);

        v = v*0.2 + 0.3;

        return (v<0) ? 0 : (v>1) ? 1 : v;
    }

    private static function genWav2(t:Number, nest:int = 0):Number
    {
        var v:Number = Math.sin(t);
        v += Math.cos(t*3) * 0.1;
        v += Math.cos(0.1 + t*9) * 0.02;
        v *= Math.cos(0.2 + t*0.15);

        if (nest < 5)
            v += genWav2(t+1, ++nest);

        v = v*0.2 + 0.2;

        return (v<0) ? 0 : (v>1) ? 1 : v;
    }
}

class StarBG extends Sprite
{
    private var mWidth:int;
    private var mHeight:int;

    private var mStars:Array;
    private var mStarVs:Array;
    private var mN:int;

    function StarBG(w:int, h:int, n:int)
    {
        mWidth = w;
        mHeight = h;
        mN = n;

        mStars  = new Array(n);
        mStarVs = new Array(n);
        for (var i:int = 0;i < n;i++) {
            mStars[i] = new Point(int( Math.random()*w ), int( Math.random()*h ));
            mStarVs[i] = Math.random() + 0.2;
        }
    }

    public function tick():void
    {
        var n:int = mN;

        for (var i:int = 0;i < n;i++) {
            mStars[i].x -= Number(mStarVs[i]);

            if (mStars[i].x < 0) {
                mStars[i].x += mWidth;
                mStars[i].y = int( Math.random()*mHeight );
            }
        }
    }

    public function draw():void
    {
        var g:Graphics = graphics;
        var n:int = mN;

        g.clear();
        for (var i:int = 0;i < n;i++) {
            g.beginFill(0xffffff);
            g.drawCircle( mStars[i].x, mStars[i].y , 0.4);
        }   
    }
}