CHARGE SEVEN
Android ver.:http://abagames.sakura.ne.jp/android/ChargeSeven.apk
/**
* Copyright ABA ( http://wonderfl.net/user/ABA )
* MIT License ( http://www.opensource.org/licenses/mit-license.php )
* Downloaded from: http://wonderfl.net/c/faFsE
*/
package {
import flash.display.Sprite;
[SWF(width="465", height="465", backgroundColor="0", frameRate="30")]
public class Main extends Sprite {
public function Main() { main = this; initializeFirst(); }
}
}
// Game actor base class.
class Actor {
public static var shapes:Vector.<PrimitiveShape>;
public var shape:PrimitiveShape, sprite:PrimitiveSprite, pos:Vec = new Vec;
public function Actor(type:int = -1, width:int = -1, height:int = -1) {
initializeActor(this, type, width, height);
}
}
/*----------------------------------------------------------------*/
const DEBUG = false;
const TITLE = "CHARGE SEVEN", KEYS = ["<>^v"], OPERATIONS = ["MOVE"];
const RANK_CYCLE_SCORE = 100, RANK_CYCLE_INCREMENT = 1, RANK_NEXT_CYCLE_INCREMENT = 0.2;
var checkBossTicks, randSeed, bossRandSeed, rank, bossPatterns = new Vector.<BossPattern>(3);
const SHARED_OBJECT_NAME = "abagames_charge_seven";
var stage:int = 1, isStageCleared;
function resetSharedObject() {
sharedData.stage = 1;
boss = null;
}
function initialize() {
if (sharedData.stage) stage = sharedData.stage;
if (!boss) startStage();
else retryStage();
for (var i = 0; i < 3; i++) bossPatterns[i] = new BossPattern;
}
function startStage() {
removeAllSprites();
sharedData.stage = stage;
addMessage("STAGE " + stage, SCREEN_CENTER, SCREEN_CENTER, 60, -99999, true);
rank = sawtoothWave(Number(stage) / 10, 0.25) * 0.15;
randSeed = stage * 69069;
checkBossTicks = 30;
ship = null;
}
function retryStage() {
addMessage("STAGE " + stage, SCREEN_CENTER, SCREEN_CENTER, 30, -99999, true);
initializeStage();
}
function initializeStage() {
checkBossTicks = -1;
setRandomSeed(bossRandSeed);
boss = new Boss(rank);
bullets = new Vector.<Bullet>;
ship = new Ship;
isStageCleared = false;
if (!IS_USING_KEYS) addMessage("DRAG TO MOVE", 150, 400);
}
class BossPattern {
var botCount, randSeed;
}
function update() {
if (checkBossTicks < 0) {
boss.update();
if (checkBossTicks >= 0) return;
boss.draw();
updateActors(bullets);
drawAllBullets();
ship.update();
} else {
updateCheckBoss();
}
}
function updateCheckBoss() {
if (checkBossTicks > 0) {
if (checkBossTicks == 30) {
if (boss) { boss.remove(); boss = null; }
}
if (checkBossTicks % 10 == 0) {
if (boss) { boss.remove(); bossPatterns[checkBossTicks / 10].botCount = bots.length; }
bossPatterns[checkBossTicks / 10 - 1].randSeed = randSeed;
setRandomSeed(randSeed++);
boss = new Boss(rank);
bullets = new Vector.<Bullet>;
bots = new Vector.<Bot>;
for (var i = 0; i < 70; i++) bots.push(new Bot);
for (var i = 0; i < 30; i++) bots.push(new Bot(true));
}
checkBoss();
if (bots.length <= 0) checkBossTicks = int(checkBossTicks / 10) * 10;
else checkBossTicks--;
} else {
boss.remove(); bossPatterns[0].botCount = bots.length;
bossPatterns = bossPatterns.sort(function(v1, v2) { return v1.botCount - v2.botCount; } );
var pi = 1;
if (bossPatterns[pi].botCount <= 1) {
pi = 2;
if (bossPatterns[pi].botCount <= 1) { rank /= 2; if (rank > 1) rank = 1; }
}
bossRandSeed = bossPatterns[pi].randSeed;
initializeStage();
}
}
function drawAllBullets() {
drawBullets(3, 0.5, 0x777777);
drawBullets(2, 0.8, 0x999999);
drawBullets(1, 1.3, 0xbbbbbb);
drawBullets(0, 1, 0xffffff);
}
function checkBoss() {
for (var i = 0; i < 25; i++) {
boss.update();
updateActors(bullets);
updateActors(bots);
}
boss.draw();
drawBullets(0, 1, 0x888888);
drawBots();
}
var bullets;
class Bullet extends Actor {
const MIN_SPEED = 3, MAX_SPEED = 15;
var angle, speed, size;
var barrages, barrageDelays, barrageIndex, barrage = null, nextFireTicks;
var fireCount, fireTicks, fireAngle, fireAngleVel, fireSpeed, fireSpeedVel;
var isAngleReverse;
var dpos = new Vec;
function Bullet(p, a, s, size, barrages = null, barrageDelays = null, isAngleReverse = false, barrageIndex = 0) {
pos.xy = p; angle = a; speed = s; this.size = size;
this.barrages = barrages; this.barrageDelays = barrageDelays;
this.barrageIndex = barrageIndex;
this.isAngleReverse = isAngleReverse;
if (barrageIndex < barrages.length) {
barrage = barrages[barrageIndex]; nextFireTicks = barrageDelays[barrageIndex];
fire();
}
}
function update() {
if (barrageIndex > 0) pos.addAngle(angle, speed);
if (barrage && --nextFireTicks <= 0) {
if (!updateBarrage()) return false;
}
return isInScreen(pos, size / 2);
}
function draw(dist, sz, color) {
if (barrageIndex <= 0) return;
dpos.xy = pos;
dpos.addAngle(angle, -speed * dist);
var s = size * sz;
fillRect(dpos.x, dpos.y, s, s, color);
}
function fire() {
var aw = barrage.angleWidth, av = barrage.angleVel;
if (isAngleReverse) { aw = -aw; av = -av; }
fireCount = barrage.count; fireTicks = 0;
fireAngle = angle - aw / 2;
fireAngleVel = av;
fireSpeed = speed * (1 - barrage.speedWidth / 2);
if (fireCount > 1) fireSpeedVel = speed * barrage.speedWidth / (fireCount - 1);
}
function updateBarrage() {
while (fireTicks <= 0 && fireCount > 0) {
var fs = fireSpeed;
if (fs < MIN_SPEED) fs = MIN_SPEED;
else if (fs > MAX_SPEED) fs = MAX_SPEED;
bullets.push(new Bullet(pos, fireAngle, fs, size, barrages, barrageDelays, isAngleReverse, barrageIndex + 1));
fireAngle += fireAngleVel; fireSpeed += fireSpeedVel;
fireCount--; fireTicks = barrage.delay;
}
fireTicks--;
return fireCount > 0;
}
}
function drawBullets(dist, sz, color) {
for each (var b in bullets) b.draw(dist, sz, color);
}
class Barrage {
var count, angleWidth, angleVel = 0, speedWidth = 0, speedVel = 0, delay = 0;
var isRound;
function Barrage() {
count = 1 + randi(10);
switch (randi(4)) {
case 0: angleWidth = 0; break;
case 1: angleWidth = PI * 2 * randpm(); isRound = true; break;
case 2: angleWidth = PI * (0.1 + randn(0.1)) * randpm(); break;
case 3: angleWidth = PI * (0.3 + randn(0.4)) * randpm(); break;
}
if (randi(2) == 0) speedWidth = (0.5 + randn(0.5)) * randpm();
if (randi(2) == 0) delay = 1 + randi(2);
if (angleWidth == 0 && speedWidth == 0 && delay == 0) {
angleWidth = PI * 0.25 * randpm(); speedWidth = 0.25 * randpm(); delay = 1;
}
setAngleVel();
}
function setAngleVel() {
if (count > 1) {
if (isRound) angleVel = angleWidth / count;
else angleVel = angleWidth / (count - 1);
} else {
angleWidth = speedWidth = delay = 0;
}
}
function get rank() {
return 1 + count * 3 / (abs(angleWidth) + PI * 2);
}
function adjustRank(v) {
var pc = count;
count *= v;
if (count < 1) count = 1;
setAngleVel();
return count / pc;
}
}
function randpm() { return randi(2) * 2 - 1; }
class Turret {
var barrages = new Vector.<Barrage>, barrageDelays = new Vector.<int>;
var interval, isAiming = true, angleVel = 0, waveAngleWidth = 0, waveInterval;
var fireTicks = 0, waveTicks = 0, aimAngle = 0, baseAngle = 0, angle = 0, speed, size;
var isAngleReverse = false, hasMirrored;
function Turret(targetRank, a = 0, hasMirrored = false) {
baseAngle = a;
speed = 4 + randi(3);
size = 10 + randi(4);
interval = 2 + randi(32);
createBarrage(targetRank * interval);
if (randi(2) == 0) isAiming = false;
switch (randi(3)) {
case 1: angleVel = PI * (0.025 + randn(0.05)) * randpm(); break;
case 2: waveAngleWidth = PI * (0.3 + randn(0.6)) * randpm();
waveInterval = 15 + randi(30);
break;
}
this.hasMirrored = hasMirrored;
}
function createBarrage(targetRank) {
var br = 1, bc = 1 + randn(3);
for (var i = 0; i < bc; i++) {
var b = new Barrage;
barrages.push(b);
br *= b.rank;
var bd = 0;
if (i > 0) bd = randi(32 / bc);
barrageDelays.push(bd);
}
var ar = targetRank / br;
var ai = randi(bc);
for (i = 0; i < bc; i++) {
ar /= barrages[ai].adjustRank(ar);
ai++; if (ai >= bc) ai = 0;
}
}
function update(p, mp = null) {
if (--fireTicks <= 0) {
if (isAiming) {
if (ship) {
aimAngle = ship.pos.angle(p);
} else if (bots.length > 0) {
var pp:Vec = bots[0].pos;
aimAngle = pp.angle(p);
}
}
bullets.push(new Bullet(p, baseAngle + angle + aimAngle, speed, size, barrages, barrageDelays, isAngleReverse));
if (hasMirrored) {
if (isAiming) {
if (ship) {
aimAngle = ship.pos.angle(mp);
} else if (bots.length > 0) {
aimAngle = pp.angle(mp);
}
}
bullets.push(new Bullet(mp, -baseAngle - angle + aimAngle, speed, size, barrages, barrageDelays, !isAngleReverse));
}
isAngleReverse = !isAngleReverse;
fireTicks = interval;
}
if (angleVel != 0) angle += angleVel;
if (waveAngleWidth != 0) {
var wr = waveTicks++ % (waveInterval * 2) / waveInterval;
if (wr <= 1) angle = waveAngleWidth * (wr - 0.5);
else angle = waveAngleWidth * (1.5 - wr);
}
}
}
var boss;
class Boss extends Actor {
var cy, width, height, wFreq, hFreq;
var centerTurret, sideTurret, sideTurretOfs = new Vec;
var ticks, sideTurretPos = new Vec, sideTurretMirrorPos = new Vec;
var sprites = new Vector.<PrimitiveSprite>, spriteOffsets = new Vector.<Vec>;
var collisionLU = new Vec(0, -SCREEN_HEIGHT * 0.05);
var collisionRL = new Vec(0, SCREEN_HEIGHT * 0.05);
var isDestroyed, destroyedTicks = 40;
function Boss(rank) {
super(PrimitiveShape.CIRCLE, 15);
cy = rands(0.2, 0.1);
width = rands(0.1, 0.1); height = rands(0.05, 0.05);
wFreq = 0.01 + randn(0.04); hFreq = 0.01 + randn(0.04);
switch (randi(3)) {
case 0: centerTurret = new Turret(rank); break;
case 1: sideTurret = new Turret(rank / 2, randn(0.2) - 0.1, true); break;
case 2:
centerTurret = new Turret(rank / 3);
sideTurret = new Turret(rank / 3, randn(0.6) - 0.3, true); break;
}
sideTurretOfs.x = rands(0.1, 0.2); sideTurretOfs.y = rands( -0.1, 0.2);
setCollision(sideTurretOfs.x, sideTurretOfs.y);
var w = 0.1 + randn(0.2);
addTriangle(0, 0, sideTurretOfs.x, sideTurretOfs.y, w);
addTriangle(0, 0, -sideTurretOfs.x, sideTurretOfs.y, w);
for (var i = 0; i < randi(3); i++) {
var x = rands(0.05, 0.25), y = rands(-0.1, 0.3), w = 0.1 + randn(0.3);
addTriangle(0, 0, x, y, w); addTriangle(0, 0, -x, y, w);
setCollision(x, y);
}
if (checkBossTicks >= 0) {
sprite.alpha = 0.5;
for each (var s in sprites) s.alpha = 0.5;
}
ticks = randn(300);
}
function setCollision(x, y) {
if (x > collisionRL.x) {
collisionRL.x = x; collisionLU.x = -x;
}
if (y > collisionRL.y) collisionRL.y = y;
if (y < collisionLU.y) collisionLU.y = y;
}
function addTriangle(x1, y1, x2, y2, w) {
var l = getLength(x1 - x2, y1 - y2);
var s = new PrimitiveSprite(new PrimitiveShape(PrimitiveShape.TRIANGLE, l * w, l * 0.8));
s.angle = atan2(x1 - x2, y1 - y2);
sprites.push(s); spriteOffsets.push(new Vec((x1 + x2) / 2, s.y = (y1 + y2) / 2));
}
function update() {
if (isDestroyed) {
if (isMouseClicked || isButtonPressed) destroyedTicks = 0;
if (--destroyedTicks <= 0) { stage++; startStage(); }
return;
}
var vx = pos.x, vy = pos.y;
pos.x = SCREEN_CENTER + sin(ticks * wFreq) * width;
pos.y = cy + cos(ticks * hFreq) * height;
vx -= pos.x; vy -= pos.y;
ticks++;
if (centerTurret) centerTurret.update(pos);
if (sideTurret) {
sideTurretPos.x = pos.x + sideTurretOfs.x;
sideTurretMirrorPos.x = pos.x - sideTurretOfs.x;
sideTurretPos.y = sideTurretMirrorPos.y = pos.y + sideTurretOfs.y;
sideTurret.update(sideTurretPos, sideTurretMirrorPos);
}
}
function draw() {
sprite.pos = pos;
for (var i = 0; i < sprites.length; i++ ) {
var s = sprites[i], o = spriteOffsets[i];
s.x = pos.x + o.x; s.y = pos.y + o.y;
}
}
function remove() {
sprite.remove();
for each (var s in sprites) s.remove();
}
function isHit(p, s) {
if (isDestroyed) return false;
if (p.x > pos.x + collisionLU.x - s && p.x < pos.x + collisionRL.x + s &&
p.y > pos.y + collisionLU.y - s && p.y < pos.y + collisionRL.y + s) {
addParticlesRound(200, pos, 15, 15);
remove();
isDestroyed = true;
return true;
}
return false;
}
}
var bots;
class Bot extends Actor {
const SIZE = 1, SPEED = 7;
var vel = new Vec, ticks = 0;
function Bot(isStopped = false) {
if (isStopped) {
pos.x = rands(0, 1); pos.y = rands(0.5, 0.5);
ticks = 99999;
} else {
pos.x = SCREEN_CENTER; pos.y = SCREEN_HEIGHT * 0.8;
}
}
function update() {
if (--ticks <= 0) {
if (vel.x == 0 && vel.y == 0) {
var a = randn(PI * 2);
vel.x = sin(a) * SPEED; vel.y = cos(a) * SPEED;
} else {
vel.x = vel.y = 0;
}
ticks = 15 + randi(15);
}
pos.incrementBy(vel);
if (pos.x < 0 || pos.x > SCREEN_WIDTH) vel.x *= -1;
if (pos.y < SCREEN_HEIGHT / 2 || pos.y > SCREEN_HEIGHT) vel.y *= -1;
var x = pos.x, y = pos.y;
for each (var b in bullets) {
var d = (SIZE + b.size) / 2;
if (b.pos.y > y - d && b.pos.y < y + d && b.pos.x > x - d && b.pos.x < x + d) return false;
}
return true;
}
function draw() {
fillRect(pos.x, pos.y, SIZE + 4, SIZE + 4, 0x888888);
fillRect(pos.x, pos.y, SIZE, SIZE, 0x111111);
}
}
function drawBots() {
for each (var b in bots) b.draw();
}
var ship;
class Ship extends Actor {
const SIZE = 20, SPEED = 7;
var target = new Vec, targetSprite, isMoving, isDestroyed;
var shot;
function Ship() {
super(PrimitiveShape.TRIANGLE, SIZE);
pos.x = target.x = SCREEN_CENTER; pos.y = target.y = SCREEN_HEIGHT * 0.8;
sprite.angle = PI;
targetSprite = new PrimitiveSprite(new PrimitiveShape(PrimitiveShape.CIRCLE, 15));
targetSprite.alpha = 0.7;
shot = new Shot;
}
function update() {
if (!isDestroyed || shot.isReleased) {
shot.update();
if (shot.isFiring) destroy(true);
}
if (isDestroyed) return;
if (isMouseClicked) {
target.x = pos.x; target.y = pos.y;
}
if (isMousePressed) {
target.x += mouseVel.x; target.y += mouseVel.y;
setMoving();
}
var st = stick();
if (st.length > 0) {
st.scaleBy(SPEED);
pos.incrementBy(st);
keepInScreen(pos, -SIZE / 2);
} else if (isMoving) {
if (target.distance(pos) <= SPEED) {
pos.xy = target;
targetSprite.visible = isMoving = false;
} else {
pos.addAngle(target.angle(pos), SPEED);
}
}
sprite.pos = pos;
for each (var b in bullets) {
if (pos.distance(b.pos) < b.size / 2) destroy();
}
}
function setMoving() {
isMoving = true;
keepInScreen(target, -SIZE / 2);
targetSprite.pos = target;
targetSprite.visible = true;
}
function destroy(isSelfDefeat = false) {
if (isDestroyed) return;
if (isSelfDefeat) {
addParticlesAngle(100, pos, 0, 15, 10);
} else {
addParticlesRound(200, pos, 15, 10);
shot.sprite.remove();
startGameOver();
}
isDestroyed = true;
targetSprite.visible = false;
sprite.remove();
}
}
var shot;
class Shot extends Actor {
const BASE_SIZE = 20, FIRE_TICKS = 30 * 7;
var ticks = FIRE_TICKS, isFiring, size;
function Shot() {
super(PrimitiveShape.BOX, BASE_SIZE);
}
function update() {
if (ticks > 0) {
size = sin(ticks * 0.7) * 2 + (FIRE_TICKS - ticks) * 0.12;
if (size < 0) size = 0;
sprite.scale = size / BASE_SIZE;
sprite.x = pos.x = ship.pos.x; sprite.y = pos.y = ship.pos.y - BASE_SIZE / 2;
cg.print(String(int(ticks / 30) + 1), ship.pos.x, ship.pos.y + BASE_SIZE / 2);
} else {
addParticlesAngle(10, pos, 20, 5);
if (ticks == 0) isFiring = true;
else isFiring = false;
pos.y -= 20;
sprite.pos = pos;
if (boss.isHit(pos, size / 2)) {
addMessage("CLEAR", SCREEN_CENTER, SCREEN_HEIGHT * 0.7, 30, -99999, true);
isStageCleared = true;
}
if (pos.y < -BASE_SIZE && !isStageCleared) startGameOver();
}
sprite.angle = ticks * 0.5;
ticks--;
}
function get isReleased() {
return ticks <= 0;
}
}
/*----------------------------------------------------------------*/
import flash.display.*;
import flash.filters.*;
import flash.geom.*;
import flash.events.*;
import flash.text.*;
import flash.utils.*;
import flash.net.*;
import flash.desktop.*;
// Initialize a screen, a font and events.
const SCREEN_WIDTH:int = 465, SCREEN_HEIGHT:int = 465, SCREEN_CENTER:int = SCREEN_WIDTH / 2;
const DEFAULT_FONT_NAME:String = "_typewriter";
var main:Main, bd:BitmapData;
var sharedObject:SharedObject, sharedData:Object;
function initializeFirst():void {
bd = new BitmapData(SCREEN_WIDTH, SCREEN_HEIGHT, false);
bd.fillRect(bd.rect, 0);
main.addChild(new Bitmap(bd));
main.stage.addEventListener(MouseEvent.MOUSE_MOVE, onMouseMoved);
main.stage.addEventListener(MouseEvent.MOUSE_DOWN, onMousePressed);
main.stage.addEventListener(MouseEvent.MOUSE_UP, onMouseReleased);
main.stage.addEventListener(Event.MOUSE_LEAVE, onMouseReleased);
main.stage.addEventListener(KeyboardEvent.KEY_DOWN, onKeyPressed);
main.stage.addEventListener(KeyboardEvent.KEY_UP, onKeyReleased);
setDeactivateEvent();
loadFont();
}
function onFontLoaded():void {
initializeBlurs();
cg = new Cg;
addCoverSprites(-SCREEN_HEIGHT); addCoverSprites(SCREEN_HEIGHT);
if (SHARED_OBJECT_NAME) {
sharedObject = SharedObject.getLocal(SHARED_OBJECT_NAME);
sharedData = sharedObject.data;
}
startTitle();
if (DEBUG) startGame();
main.addEventListener(Event.ENTER_FRAME, updateFrame);
}
// Update a frame.
function updateFrame(event:Event):void {
updateInput();
bd.lock();
bd.fillRect(bd.rect, 0);
if (isInGame) update();
else if (isTitle) updateTitle();
else { update(); drawGameOver(); }
updateParticles(); updateNumberBoards(); updateMessages();
bd.unlock();
ticks++;
if (isGameOver) {
gameOverTicks--;
if (gameOverTicks <= 0 || (isMouseClicked || isButtonPressed)) startTitle();
}
}
// Handle a game state (Title/In game/Game over).
const GAME_OVER_DURATION:int = 120;
var ticks:int, gameOverTicks:int
function startTitle():void {
removeAllSprites();
playButton = new PlayButton;
gameOverTicks = 0;
}
function startGame():void {
gameOverTicks = -1;
playButton.hide();
initializeGame();
}
function initializeGame():void {
removeAllSprites();
ticks = 0;
initialize();
}
function startGameOver():void {
if (!isInGame) return;
gameOverTicks = GAME_OVER_DURATION;
}
const BACKGROUND_BITMAP_COUNT:int = 1, COVER_SPRITE_COUNT:int = 2;
const BASE_SPRITE_COUNT:int = BACKGROUND_BITMAP_COUNT + COVER_SPRITE_COUNT;
function removeAllSprites():void {
while (main.numChildren > BASE_SPRITE_COUNT) main.removeChildAt(1);
for each (var m:Message in messages) m.arrow = null;
}
function get isTitle():Boolean { return (gameOverTicks == 0); }
function get isInGame():Boolean { return (gameOverTicks < 0); }
function get isGameOver():Boolean { return (gameOverTicks > 0); }
function updateTitle():void {
playButton.update();
if (playButton.isPressAndReleased) startGame();
drawTitle(TITLE, KEYS, OPERATIONS);
}
function drawTitle(title:String, buttonStrs:Array, operationStrs:Array):void {
cg.print(title, 100, 100);
if (!IS_USING_KEYS || !buttonStrs) return;
for (var i:int = 0, y:int = 200; i < buttonStrs.length; i++, y += 30) {
cg.printKeys(buttonStrs[i], 120, y); cg.print(operationStrs[i], 240, y);
}
y += 10;
cg.printKeys("Z", 120, y);
cg.print("START", 240, y)
}
function drawGameOver():void {
cg.print("GAME OVER", 180, 200);
}
function addCoverSprites(y:int):void {
var s:Sprite = new Sprite, g:Graphics = s.graphics;
g.beginFill(0); g.drawRect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT); g.endFill();
s.x = 0; s.y = y;
main.addChild(s);
}
/*--------------------------------*/
// Play button on a title.
var playButton:PlayButton;
class PlayButton {
public const WIDTH:int = 120, HEIGHT:int = 40, ALLOWANCE:int = 32;
public const RESET_TICKS:int = 5 * 30;
public var button:PrimitiveSprite, plate:PrimitiveSprite;
public var isPressAndReleased:Boolean, isPressed:Boolean, wasPressed:Boolean;
public var pressedTicks:int;
public function PlayButton() {
button = new PrimitiveSprite;
cg.printToSprite(button, "PLAY", 0, 0);
var bs:PrimitiveShape = new PrimitiveShape(PrimitiveShape.BOX, WIDTH, HEIGHT);
bs.drawToSprite(button);
plate = new PrimitiveSprite(new PrimitiveShape(PrimitiveShape.BOX, WIDTH + 8, HEIGHT + 4));
releaseButton();
button.x = SCREEN_CENTER; button.y = 360;
plate.x = button.x; plate.y = button.y;
wasPressed = isMousePressed || isButtonPressed;
isPressed = isPressAndReleased = false;
}
public function update():void {
if (isMousePressed || isButtonPressed) {
if ((mouse.x >= button.x - WIDTH / 2 - ALLOWANCE && mouse.x <= button.x + WIDTH / 2 + ALLOWANCE &&
mouse.y >= button.y - HEIGHT / 2 - ALLOWANCE && mouse.y <= button.y + HEIGHT / 2 + ALLOWANCE) ||
isButtonPressed) {
if (!wasPressed) { pressButton(); pressedTicks = 0; }
if (++pressedTicks > RESET_TICKS) {
resetSharedObject();
releaseButton();
isPressAndReleased = true;
}
} else {
if (isPressed) releaseButton();
}
} else {
if (isPressed) {
releaseButton();
isPressAndReleased = true;
}
}
if (isMousePressed || isButtonPressed) wasPressed = true;
else wasPressed = false;
}
public function pressButton():void {
isPressed = true;
button.x += 1; button.y += 1;
plate.alpha = 0.8;
}
public function releaseButton():void {
isPressed = false;
button.x -= 1; button.y -= 1;
plate.alpha = 0.5;
}
public function hide():void {
if (!button) return;
main.removeChild(button); main.removeChild(plate);
button = plate = null;
}
}
// Particles.
var particles:Vector.<Particle> = new Vector.<Particle>;
class Particle {
public static var gravity:Number = 0;
public static var rect:Rectangle = new Rectangle;
public static var drawIndex:int, color:int;
public var pos:Vector3D = new Vector3D, vel:Vector3D = new Vector3D;
public var size:Number, attenuation:Number;
public function Particle(p:Vector3D, vx:Number, vy:Number, size:int, attenuation:Number) {
pos.x = p.x; pos.y = p.y; vel.x = vx; vel.y = vy;
this.size = size + 0.9;
this.attenuation = attenuation;
}
public function update():Boolean {
pos.x += vel.x; pos.y += vel.y;
vel.y += gravity;
size *= attenuation;
return isInScreen(pos) && size >= 1.0;
}
public static function setDrawIndex(i:int):void {
drawIndex = i;
var bright:int = 0xff - i * 0x55;
color = bright * 0x10000 + bright * 0x100 + bright;
}
public function draw():void {
var sz:Number = size * (1.0 + drawIndex * 0.5);
rect.x = pos.x - sz / 2; rect.y = pos.y - sz / 2;
rect.width = rect.height = sz;
bd.fillRect(rect, color);
}
}
function updateParticles():void {
var i:int;
for (i = 0; i < particles.length; i++) if (!particles[i].update()) particles.splice(i--, 1);
for (i = 2; i >= 0; i--) {
Particle.setDrawIndex(i);
for each (var p:Particle in particles) p.draw();
}
}
function addParticles(n:int, p:Vector3D, vx:Number, vy:Number, size:int = 4, attenuation:Number = 0.95, spreading:Number = 0.5):void {
var bv:Number = (abs(vx) + abs(vy)) * spreading;
for (var i:int = 0; i < n; i++) {
var a:Number = randn(PI * 2), v:Number = randn() * bv;
particles.push(new Particle(p, vx + sin(a) * v, vy + cos(a) * v, size * (0.5 + randn()), attenuation));
}
}
function addParticlesAngle(n:int, p:Vector3D, a:Number, s:Number, size:int = 4, attenuation:Number = 0.95, spreading:Number = 0.5):void {
addParticles(n, p, sin(a) * s, cos(a) * s, size, attenuation, spreading);
}
function addParticlesRound(n:int, p:Vector3D, mv:Number, size:int = 4, attenuation:Number = 0.95):void {
for (var i:int = 0; i < n; i++) {
var a:Number = randn(PI * 2);
var v:Number = mv * randn();
particles.push(new Particle(p, sin(a) * v, cos(a) * v, size * (0.5 + randn()), attenuation));
}
}
function scrollParticles(vx:Number, vy:Number):void {
for each (var p:Particle in particles) {
p.pos.x += vx; p.pos.y += vy;
}
}
// Number boards.
var numberBoards:Vector.<NumberBoard> = new Vector.<NumberBoard>;
class NumberBoard {
public var pos:Vector3D = new Vector3D, vel:Vector3D = new Vector3D;
public var ticks:int, score:int, text:String;
public function NumberBoard(score:int, x:Number, y:Number, ox:Number, oy:Number, ticks:int) {
this.score = score; this.ticks = ticks;
pos.x = x; pos.y = y; vel.x = ox / ticks; vel.y = oy / ticks;
text = String(score);
}
public function update():Boolean {
pos.x += vel.x; pos.y += vel.y;
cg.printFromCenter(text, pos.x, pos.y);
return --ticks > 0;
}
}
function updateNumberBoards():void {
for (var i:int = 0; i < numberBoards.length; i++) if (!numberBoards[i].update()) numberBoards.splice(i--, 1); i--;
}
function addNumberBoard(s:int, x:Number, y:Number, ox:Number = 0, oy:Number = -40, ticks:int = 30):void {
numberBoards.push(new NumberBoard(s, x, y, ox, oy, ticks));
}
// Tutorial messages.
var messages:Vector.<Message> = new Vector.<Message>;
var shownMessages:Vector.<String> = new Vector.<String>;
class Message {
public var pos:Vec = new Vec, ticks:int, text:String;
public var arrow:PrimitiveSprite, arrowAngle:Number;
public function Message(s:String, x:Number, y:Number, ticks:int, arrowAngle:Number) {
if (arrowAngle > -9999) {
arrow = new PrimitiveSprite(new PrimitiveShape(PrimitiveShape.ARROW, 20));
arrow.angle = this.arrowAngle = arrowAngle;
}
text = s; this.ticks = ticks;
pos.x = x; pos.y = y;
}
public function update():Boolean {
if (arrow) {
arrow.x = pos.x - sin(arrowAngle) * 24; arrow.y = pos.y - cos(arrowAngle) * 24;
cg.printFromCenter(text, pos.x - sin(arrowAngle) * 56, pos.y - cos(arrowAngle) * 56 - Cg.PIXEL_HEIGHT / 2);
} else {
cg.printFromCenter(text, pos.x, pos.y);
}
if (--ticks <= 0) {
if (arrow) arrow.remove();
return false;
}
return true;
}
}
function updateMessages():void {
for (var i:int = 0; i < messages.length; i++) if (!messages[i].update()) messages.splice(i--, 1);
}
function addMessage(s:String, x:Number, y:Number, ticks:int = 90, arrowAngle:Number = -99999, isShowingAlways:Boolean = false):Message {
if (!isInGame) return null;
if (!isShowingAlways) {
if (shownMessages.indexOf(s) >= 0) return null;
shownMessages.push(s);
}
var m:Message = new Message(s, x, y, ticks, arrowAngle);
messages.push(m);
return m;
}
// Primitive shapes.
class PrimitiveShape {
public static const CIRCLE:int = 0, FILLCIRCLE:int = 1, FILLBOX:int = 2,
BOX:int = 3, TRIANGLE:int = 4, CROSS:int = 5, BAR:int = 6,
HUMAN:int = 7, CAR:int = 8, SPRING:int = 9, ARROW:int = 10;
public static const POINTS:Array = [
[-10, -10, 10, -10, 10, 10, -10, 10, -10, -10],
[0, 10, -10, -10, 10, -10, 0, 10],
[-10, -10, 10, 10, 99, 10, -10, -10, 10],
[0, -10, 0, 10],
[0, -10, 0, 0, -10, 10, 99, 0, 0, 10, 10, 99, -10, -3, 10, -3],
[-7, 10, 7, 10, 99, 0, -10, 0, 10, 99, -10, -10, 10, -10],
[0, 10, 10, 8, -10, 4, 10, 0, -10, -4, 10, -8, 0, -10],
[-5, -10, 5, -10, 5, -5, 10, -5, 0, 10, -10, -5, -5, -5, -5, -10],
];
public var sbd:BitmapData, type:int, width:int, height:int;
public var rect:Rectangle, point:Point = new Point;
public function PrimitiveShape(type:int, width:int, height:int = -1) {
this.type = type; this.width = width;
if (height < 0) height = width;
this.height = height;
if (type == CIRCLE) {
sbd = createBlurredBitmapData(function (g:Graphics):void {
g.lineStyle(2, 0xffffff);
g.drawEllipse(-width / 2, -height / 2, width, height);
}, width, height);
} else if (type == FILLCIRCLE) {
sbd = createBlurredBitmapData(function (g:Graphics):void {
g.beginFill(0xffffff);
g.drawEllipse( -width / 2, -height / 2, width, height);
g.endFill();
}, width, height);
} else if (type == FILLBOX) {
sbd = createBlurredBitmapData(function (g:Graphics):void {
g.beginFill(0xffffff);
g.drawRect(-width / 2, -height / 2, width, height);
g.endFill();
}, width, height);
} else {
var ps:Array = POINTS[type - BOX];
sbd = createBlurredBitmapData(function (g:Graphics):void {
g.lineStyle(2, 0xffffff);
var isMoveTo:Boolean = true, x:int, y:int;
for (var i:int = 0; i < ps.length; i += 2) {
if (ps[i] == 99) { isMoveTo = true; i++; }
x = ps[i] * width / 20; y = ps[i + 1] * height / 20;
if (isMoveTo) { g.moveTo(x, y); isMoveTo = false; }
else g.lineTo(x, y);
}
}, width, height);
}
rect = new Rectangle(0, 0, width + BLUR_SZ * 2, height + BLUR_SZ * 2);
}
public function drawToSprite(s:Sprite, x:Number = 0, y:Number = 0):void {
var b:Bitmap = new Bitmap(sbd);
b.x = x - width / 2 - BLUR_SZ;
b.y = y - height / 2 - BLUR_SZ;
s.addChild(b);
}
public function draw(x:Number, y:Number):void {
point.x = x - BLUR_SZ - width / 2;
point.y = y - BLUR_SZ - height / 2;
bd.copyPixels(sbd, rect, point);
}
}
class PrimitiveSprite extends Sprite {
public var isAdded:Boolean;
public function PrimitiveSprite(shape:PrimitiveShape = null) {
super();
x = y = -999;
if (shape) shape.drawToSprite(this);
add();
}
public function add():void {
if (isAdded) return;
main.addChildAt(this, 1);
isAdded = true;
}
public function remove():void {
if (!isAdded) return;
main.removeChild(this);
isAdded = false;
}
public function changeShape(shape:PrimitiveShape):void {
removeChildAt(0);
shape.drawToSprite(this);
}
public function set pos(p:Vector3D):void {
x = p.x; y = p.y;
}
public function set angle(a:Number):void {
rotation = -a * 180 / PI;
}
public function set scale(v:Number):void {
scaleX = scaleY = v;
}
}
// Create a blurred bitmap data.
const BLUR_SZ:int = 40, BLUR_SZ_SKIP:int = 8;
var blurs:Vector.<BlurFilter>;
function initializeBlurs():void {
blurs = new Vector.<BlurFilter>(BLUR_SZ / BLUR_SZ_SKIP);
for (var i:int = BLUR_SZ_SKIP; i < BLUR_SZ; i += BLUR_SZ_SKIP) {
var blur:BlurFilter = new BlurFilter;
blur.blurX = blur.blurY = i;
blurs[i / BLUR_SZ_SKIP] = blur;
}
}
function createBlurredBitmapData(df:Function, w:Number, h:Number):BitmapData {
var bd:BitmapData = new BitmapData(w + BLUR_SZ * 2, h + BLUR_SZ * 2, true, 0);
var bs:Sprite = new Sprite, s:Shape = new Shape;
bs.addChild(s);
s.x = w / 2 + BLUR_SZ; s.y = h / 2 + BLUR_SZ;
var g:Graphics = s.graphics;
df(g);
bd.lock();
for (var i:int = 0; i < BLUR_SZ / BLUR_SZ_SKIP; i++) {
if (i > 0) bs.filters = [blurs[i]];
bd.draw(bs);
}
bd.unlock();
return bd;
}
// Character graphics plane.
var cg:Cg;
class Cg {
public static const PIXEL_WIDTH:int = 14, PIXEL_HEIGHT:int = int(PIXEL_WIDTH * 1.4);
public static const FONT_SIZE:int = 15;
public static const STRINGS:String = "ABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789!@#$%^&*()_+-=[]\\{}|;':\",./?<>^v";
private var bds:Vector.<BitmapData> = new Vector.<BitmapData>;
private var keyBds:Vector.<BitmapData> = new Vector.<BitmapData>;
private var rect:Rectangle = new Rectangle(0, 0, PIXEL_WIDTH * 1.4 + BLUR_SZ * 2, PIXEL_HEIGHT * 1.4 + BLUR_SZ * 2);
public function Cg() {
for (var i:int = 0; i < STRINGS.length; i++) {
var bd:BitmapData;
bd = createCharacterBitmapData(STRINGS.charAt(i));
bds.push(bd);
bd = createCharacterBitmapData(STRINGS.charAt(i), true);
keyBds.push(bd);
}
}
public function printToBitmapData(pbd:BitmapData, s:String, x:Number, y:Number, fromRight:Boolean = false, fromCenter:Boolean = false, isKey:Boolean = false):void {
var p:Point = new Point, cbd:BitmapData, px:Number;
px = x - BLUR_SZ; p.y = y - BLUR_SZ;
var spacing:Number = PIXEL_WIDTH * 0.8;
if (isKey) spacing *= 2;
if (fromRight) px -= (s.length + 1) * spacing;
else if (fromCenter) px -= (s.length + 1) / 2 * spacing;
for (var i:int = 0; i < s.length; i++, px += spacing) {
var c:int = STRINGS.indexOf(s.charAt(i));
if (c >= 0) {
if (isKey) cbd = keyBds[c];
else cbd = bds[c];
p.x = px; pbd.copyPixels(cbd, rect, p, null, null, true);
}
}
}
public function print(s:String, x:Number, y:Number, fromRight:Boolean = false, fromCenter:Boolean = false, isKey:Boolean = false):void {
printToBitmapData(bd, s, x, y, fromRight, fromCenter, isKey);
}
public function printKeys(s:String, x:Number, y:Number):void {
print(s, x, y, false, false, true);
}
public function printFromRight(s:String, x:Number, y:Number):void {
print(s, x, y, true);
}
public function printFromCenter(s:String, x:Number, y:Number):void {
print(s, x, y, false, true);
}
public function printToSprite(sp:Sprite, s:String, x:int, y:int, isKey:Boolean = false):void {
var width:Number = (s.length - 1) * PIXEL_WIDTH * 0.8 + PIXEL_WIDTH * 1.4;
var height:Number = PIXEL_WIDTH * 1.4;
var sbd:BitmapData = new BitmapData(width + BLUR_SZ * 2, height + BLUR_SZ * 2, true, 0);
printToBitmapData(sbd, s, BLUR_SZ, BLUR_SZ, false, false, isKey);
var b:Bitmap = new Bitmap(sbd);
b.x = x - width / 2 - BLUR_SZ;
b.y = y - height / 2 - BLUR_SZ;
sp.addChild(b);
}
}
const CHARACTER_COLOR:int = 0xffffff;
function createCharacterBitmapData(c:String, isKey:Boolean = false):BitmapData {
var bd:BitmapData = new BitmapData(Cg.PIXEL_WIDTH * 1.4 + BLUR_SZ * 2, Cg.PIXEL_HEIGHT * 1.4 + BLUR_SZ * 2, true, 0);
var bs:Sprite = new Sprite, g:Graphics;
if (isKey && (c == '<' || c == '>' || c == "^" || c == "v")) {
var s:Shape = new Shape;
g = s.graphics;
g.lineStyle(2, 0xffffff);
g.moveTo(0, -Cg.PIXEL_WIDTH * 0.3);
g.lineTo(0, Cg.PIXEL_WIDTH * 0.3);
g.lineTo(-Cg.PIXEL_WIDTH * 0.2, Cg.PIXEL_WIDTH * 0.1);
g.moveTo(0, Cg.PIXEL_WIDTH * 0.3);
g.lineTo(Cg.PIXEL_WIDTH * 0.2, Cg.PIXEL_WIDTH * 0.1);
s.blendMode = BlendMode.ADD;
bs.addChild(s);
s.x = Cg.PIXEL_WIDTH * 0.7 + BLUR_SZ;
s.y = Cg.PIXEL_HEIGHT * 0.7 + BLUR_SZ;
switch (c) {
case "<": s.rotation = 90; break;
case "^": s.rotation = 180; break;
case ">": s.rotation = 270; break;
}
} else {
var t:TextField = createTextField(0, 0, Cg.FONT_SIZE, bd.rect.width, bd.rect.height, CHARACTER_COLOR);
t.text = c;
var tm:TextLineMetrics = t.getLineMetrics(0);
var ofs:Number = Number(Cg.PIXEL_WIDTH * 1.4 - tm.width) / 2;
var tbd:BitmapData = new BitmapData(Cg.PIXEL_WIDTH * 1.4, Cg.PIXEL_HEIGHT * 1.4, true, 0);
tbd.draw(t);
var b:Bitmap = new Bitmap(tbd);
b.blendMode = BlendMode.ADD;
bs.addChild(b);
b.x = ofs + BLUR_SZ; b.y = BLUR_SZ;
}
if (isKey) {
g = bs.graphics;
g.lineStyle(2, 0xffffff);
g.moveTo(BLUR_SZ, BLUR_SZ);
g.lineTo(BLUR_SZ + Cg.PIXEL_WIDTH * 1.4, BLUR_SZ);
g.lineTo(BLUR_SZ + Cg.PIXEL_WIDTH * 1.4, BLUR_SZ + Cg.PIXEL_HEIGHT * 1.4);
g.lineTo(BLUR_SZ, BLUR_SZ + Cg.PIXEL_HEIGHT * 1.4);
g.lineTo(BLUR_SZ, BLUR_SZ);
}
bd.lock();
for (var i:int = 0; i < BLUR_SZ / BLUR_SZ_SKIP; i++) {
if (i > 0) bs.filters = [blurs[i]];
bd.draw(bs);
}
bd.unlock();
return bd;
}
function createTextField(x:int, y:int, size:int, width:int, height:int, color:int, hasSpacing:Boolean = true):TextField {
var fm:TextFormat = new TextFormat(FONT_NAME), fi:TextField = new TextField;
fm.size = size; fm.color = color; fm.leftMargin = 0; fm.bold = false;
if (hasSpacing) fm.letterSpacing = 3;
fi.defaultTextFormat = fm;
if (FONT_NAME != DEFAULT_FONT_NAME) fi.embedFonts = true;
fi.x = x; fi.y = y; fi.width = width; fi.height = height; fi.selectable = false;
return fi;
}
// Vector3D with utility functions.
class Vec extends Vector3D {
public function Vec(x:Number = 0, y:Number = 0) {
super(x, y);
}
public function distance(p:Vector3D):Number {
return getLength(x - p.x, y - p.y);
}
public function angle(p:Vector3D):Number {
return atan2(x - p.x, y - p.y);
}
public function addAngle(a:Number, s:Number):void {
x += sin(a) * s; y += cos(a) * s;
}
public function rotate(a:Number):void {
var px:Number = x;
x = x * cos(a) - y * sin(a);
y = px * sin(a) + y * cos(a);
}
public function set xy(v:Vector3D):void {
x = v.x; y = v.y;
}
}
/*--------------------------------*/
// Math utility functions.
var sin:Function = Math.sin, cos:Function = Math.cos, atan2:Function = Math.atan2;
var sqrt:Function = Math.sqrt, abs:Function = Math.abs;
var PI:Number = Math.PI;
var xorShiftX:int, xorShiftY:int, xorShiftZ:int, xorShiftW:int;
function setRandomSeed(v:int):void {
var sv:int = v;
xorShiftX = sv = 1812433253 * (sv ^ (sv >> 30));
xorShiftY = sv = 1812433253 * (sv ^ (sv >> 30)) + 1;
xorShiftZ = sv = 1812433253 * (sv ^ (sv >> 30)) + 2;
xorShiftW = sv = 1812433253 * (sv ^ (sv >> 30)) + 3;
}
function random():Number {
var t:int = xorShiftX ^ (xorShiftX << 11);
xorShiftX = xorShiftY; xorShiftY = xorShiftZ; xorShiftZ = xorShiftW;
xorShiftW = (xorShiftW ^ (xorShiftW >> 19)) ^ (t ^ (t >> 8));
return Number(xorShiftW) / int.MAX_VALUE;
}
function randi(n:int):int { return random() * n; }
function randn(n:Number = 1):Number { return random() * n; }
function rands(s:Number, w:Number):Number { return (s + randn(w)) * SCREEN_WIDTH; }
function normalizeAngle(a:Number):Number {
if (a >= PI * 2) return a % (PI * 2);
else if (a < 0) return PI * 2 + a % (PI * 2);
return a;
}
function normalizeAnglePm(a:Number):Number {
a = normalizeAngle(a);
if (a > PI) return a - PI * 2;
return a;
}
function getLength(x:Number, y:Number):Number {
return sqrt(x * x + y * y);
}
function sawtoothWave(x:Number, increment:Number = 0.2):Number {
return (x % 1) + int(x) * increment;
}
// Screen utility functions.
function isInScreen(p:Vector3D, spacing:Number = 0):Boolean {
return (p.x >= -spacing && p.x <= SCREEN_WIDTH + spacing && p.y >= -spacing && p.y <= SCREEN_HEIGHT + spacing);
}
function keepInScreen(p:Vector3D, spacing:Number = 0):void {
if (p.x < -spacing) p.x = -spacing;
else if (p.x > SCREEN_WIDTH + spacing) p.x = SCREEN_WIDTH + spacing;
if (p.y < -spacing) p.y = -spacing;
else if (p.y > SCREEN_HEIGHT + spacing) p.y = SCREEN_HEIGHT + spacing;
}
var rectForFill:Rectangle = new Rectangle;
function fillRect(x:Number, y:Number, width:Number, height:Number, color:int):void {
rectForFill.x = x - width / 2; rectForFill.y = y - height / 2;
rectForFill.width = width; rectForFill.height = height;
bd.fillRect(rectForFill, color);
}
// Actor functions.
function initializeActor(a:Actor, type:int, width:int, height:int):void {
if (Actor.shapes == null) Actor.shapes = new Vector.<PrimitiveShape>;
if (type < 0) return;
if (height < 0) height = width;
for each (var s:PrimitiveShape in Actor.shapes) {
if (s.type == type && s.width == width && s.height == height) { a.shape = s; break; }
}
if (!a.shape) { a.shape = new PrimitiveShape(type, width, height); Actor.shapes.push(a.shape); }
a.sprite = new PrimitiveSprite(a.shape);
}
function updateActors(actors:Vector.<*>):void {
for (var i:int = 0; i < actors.length; i++) {
if (actors[i].update()) {
if (actors[i].sprite) actors[i].sprite.pos = actors[i].pos;
} else {
if (actors[i].sprite) actors[i].sprite.remove();
actors.splice(i--, 1);
}
}
}
// Operation utility functions.
var mouse:Vec = new Vec, isMousePressed:Boolean, isMouseClicked:Boolean, isMouseReleased:Boolean;
var mouseVel:Vec = new Vec, mouseDragDist:Vec = new Vec;
var keys:Vector.<Boolean> = new Vector.<Boolean>(256);
var isWPressed:Boolean, isAPressed:Boolean, isSPressed:Boolean, isDPressed:Boolean;
var wasMousePressed:Boolean, prevMouse:Vec = new Vec;
var currentMouse:Vec = new Vec, isCurrentMousePressed:Boolean;
var currentKeys:Vector.<Boolean> = new Vector.<Boolean>(256);
var stickVec:Vec = new Vec, stickMVec:Vec = new Vec;
function onMousePressed(e:MouseEvent):void { isCurrentMousePressed = true; onMouseMoved(e); }
function onMouseReleased(e:Event):void { isCurrentMousePressed = false; }
function onMouseMoved(e:MouseEvent):void {
if (e.buttonDown) { currentMouse.x = e.stageX; currentMouse.y = e.stageY; }
}
function onKeyPressed(e:KeyboardEvent):void { currentKeys[e.keyCode] = true; }
function onKeyReleased(e:KeyboardEvent):void { currentKeys[e.keyCode] = false; }
function updateInput():void {
getCurrentInput();
}
function getCurrentInput():void {
mouse.x = currentMouse.x; mouse.y = currentMouse.y;
isMousePressed = isCurrentMousePressed;
updateMouseState();
for (var i:int = 0; i < 256; i++) keys[i] = currentKeys[i];
updateStick();
}
function updateMouseState():void {
isMouseClicked = isMouseReleased = false;
mouseVel.x = mouseVel.y = 0;
if (isMousePressed) {
if (!wasMousePressed) {
isMouseClicked = wasMousePressed = true;
mouseDragDist.x = mouseDragDist.y = 0;
} else {
mouseVel.x = mouse.x - prevMouse.x; mouseVel.y = mouse.y - prevMouse.y;
mouseDragDist.incrementBy(mouseVel);
}
prevMouse.x = mouse.x; prevMouse.y = mouse.y;
} else {
if (wasMousePressed) { isMouseReleased = true; wasMousePressed = false; }
}
}
function updateStick():void {
isWPressed = (keys[0x26] || keys[0x57]);
isAPressed = (keys[0x25] || keys[0x41]);
isSPressed = (keys[0x28] || keys[0x53]);
isDPressed = (keys[0x27] || keys[0x44]);
stickVec.x = stickVec.y = 0;
if (isWPressed) stickVec.y -= 1;
if (isAPressed) stickVec.x -= 1;
if (isSPressed) stickVec.y += 1;
if (isDPressed) stickVec.x += 1;
if (stickVec.x != 0 && stickVec.y != 0) { stickVec.x *= 0.7; stickVec.y *= 0.7; }
}
function stick(m:Number = 1):Vec {
stickMVec.x = stickVec.x * m; stickMVec.y = stickVec.y * m;
return stickMVec;
}
function get isButtonPressed():Boolean {
return keys[0x5a] || keys[0xbe] || keys[0x20] || keys[0x58] || keys[0xbf];
}
// Platform dependent part.
// For PC.
const CLICK_STR:String = "CLICK";
const IS_USING_KEYS:Boolean = true;
// For Android.
//const CLICK_STR:String = "TAP";
//const IS_USING_KEYS:Boolean = false;
// For PC/Android.
//const FONT_NAME:String = "_typewriter";
// For wonderfl.
import net.wonderfl.utils.FontLoader;
const FONT_NAME:String = "Bebas";
function loadFont():void {
if (FONT_NAME == DEFAULT_FONT_NAME) { onFontLoaded(); return; }
// For wonderfl.
var loader:FontLoader = new FontLoader();
loader.addEventListener(Event.COMPLETE, onFontLoaded);
loader.load(FONT_NAME);
}
function setDeactivateEvent():void {
// For Android.
//main.stage.addEventListener(Event.DEACTIVATE, function (e:Event):void { NativeApplication.nativeApplication.exit(); } );
}