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

forked from: WORLD 1-2 Interactive

おなじみ 

スーパー○リオ WORLD:1-2 のブルブルきのこ

ただ、それだけですw

http://blog.quq.jp/
http://twitter.com/quqjp

あとで 上のコイン、?ボック をキラキラアニメするようにする
音が付いたら最高なんだけどなぁ。。。
/**
 * Copyright runouw ( http://wonderfl.net/user/runouw )
 * MIT License ( http://www.opensource.org/licenses/mit-license.php )
 * Downloaded from: http://wonderfl.net/c/i7c2
 */

// forked from quqjp's WORLD 1-2
package 
{
	
       /*
       * おなじみ 
       *
       * スーパー○リオ WORLD:1-2 のブルブルきのこ
       *
       * ただ、それだけですw
       *
       * http://blog.quq.jp/
       * http://twitter.com/quqjp
       *
       * あとで 上のコイン、?ボック をキラキラアニメするようにする
       * 音が付いたら最高なんだけどなぁ。。。
       */

	import flash.display.Sprite;
	import flash.display.Bitmap;
	import flash.display.BitmapData;
	import flash.display.StageQuality;
	import flash.events.*;
	import flash.geom.Matrix;
	import caurina.transitions.Tweener;
	import flash.display.StageScaleMode;
        import flash.ui.*;
	
	[SWF(width = "465", height = "465", backgroundColor = "0xCCCCCC", frameRate = "30")]
	public class  FlashTest extends Sprite
	{
		
		private var canvasBitmapData:BitmapData;
		private var canvasBitmap:Bitmap;
		private var layerlist:Array = [];

                private var MERIO:MyBitmap;
                private var CharXspeed:Number = 0;
                private var CharYspeed:Number = 0;
                private var CharGround:Boolean = true;
                
                private var map:Array = [
                0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
                0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
                0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
                0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
                0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
                0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
                0,0,0,0,5,5,5,5,0,0,0,0,0,0,0,
                0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
                0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
                1,0,0,4,3,3,3,4,3,0,0,0,0,0,0,
                1,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
                1,1,0,0,0,0,0,0,0,0,0,0,2,0,2,
                1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,
                1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,
                ];
                private var mapWidth:uint = 14;
                private var mapHeight:uint = 15;
                private var mapData:Array = new Array();
		
		public function FlashTest() {
		    this.stage.scaleMode = StageScaleMode.NO_SCALE;
			this.stage.quality = StageQuality.LOW;
			build();
		}
		
		public function build():void {
			
			canvasBitmapData = new BitmapData(256, 224, false, 0x000000);
    			canvasBitmap = new Bitmap(canvasBitmapData); 
			canvasBitmap.scaleX = canvasBitmap.scaleY = 2;
			this.addChild(canvasBitmap);

                layerlist = [];
			

/*
		var YUKA:MyTilingBitmap	= new MyTilingBitmap(XX.yuka.w, XX.yuka.h, XX.yuka.cl, XX.yuka.map, new Matrix(1, 0, 0, 1, 0, 200), 16, 2);
		var ASSET0:MyBitmap = new MyBitmap(XX.asset0.w, XX.asset0.h, XX.asset0.cl, XX.asset0.map, new Matrix(1, 0, 0, 1, 24, 8));
		var COIN:MyBitmap = new MyBitmap(XX.coin_f0.w, XX.coin_f0.h, XX.coin_f0.cl, XX.coin_f0.map, new Matrix(1, 0, 0, 1, 90, 16));
		var QRYBO:MyBitmap = new MyBitmap(XX.tn_f0.w, XX.tn_f0.h, XX.tn_f0.cl, XX.tn_f0.map, new Matrix(1, 0, 0, 1, 90, 185));
		var BLOCKA:MyBitmap = new MyBitmap(XX.block.w, XX.block.h, XX.block.cl, XX.block.map, new Matrix(1, 0, 0, 1, 181, 184));
		var BLOCKB:MyTilingBitmap = new MyTilingBitmap(XX.block.w, XX.block.h, XX.block.cl, XX.block.map, new Matrix(1, 0, 0, 1, 213, 168), 1, 2);
		var BLOCKC:MyTilingBitmap = new MyTilingBitmap(XX.block.w, XX.block.h, XX.block.cl, XX.block.map, new Matrix(1, 0, 0, 1, 245, 152), 1, 3);
		var BLOCK2:MyTilingBitmap = new MyTilingBitmap(XX.block2.w, XX.block2.h, XX.block2.cl, XX.block2.map, new Matrix(1, 0, 0, 1, 16, 24), 15, 1);
		var BLOCK3:MyTilingBitmap = new MyTilingBitmap(XX.hb_f0.w, XX.hb_f0.h, XX.hb_f0.cl, XX.hb_f0.map, new Matrix(1, 0, 0, 1, 69, 144), 4, 1);
		var BLOCK4:MyBitmap = new MyBitmap(XX.empblock.w, XX.empblock.h, XX.empblock.cl, XX.empblock.map, new Matrix(1, 0, 0, 1, 53, 144));
		var BLOCK5:MyBitmap = new MyBitmap(XX.empblock.w, XX.empblock.h, XX.empblock.cl, XX.empblock.map, new Matrix(1, 0, 0, 1, 117, 144));
		var BLOCK6:MyBitmap = new MyBitmap(XX.hb_f0.w, XX.hb_f0.h, XX.hb_f0.cl, XX.hb_f0.map, new Matrix(1, 0, 0, 1, 133, 144));
		var KINOKO:MyBitmap = new MyBitmap(XX.kinoko.w, XX.kinoko.h, XX.kinoko.cl, XX.kinoko.map, new Matrix(1, 0, 0, 1, 196, 185));
*/
              
                        
                        
		    MERIO = new MyBitmap(XX.merio.w, XX.merio.h, XX.meriojump.cl, XX.merio.map, new Matrix(1, 0, 0, 1, 101, 128));
                        layerlist.push(MERIO);
                        
                        
			/*
			layerlist.push(YUKA);
			layerlist.push(ASSET0);
			layerlist.push(COIN);
			layerlist.push(QRYBO);
			layerlist.push(BLOCKA);
			layerlist.push(BLOCKB);
			layerlist.push(BLOCKC);
			layerlist.push(BLOCK2);
			layerlist.push(BLOCK3);
			layerlist.push(BLOCK4);
			layerlist.push(BLOCK5);
			layerlist.push(BLOCK6);
			layerlist.push(KINOKO);
                        */
                        var tileNum:int;
                        var j:int = 0;
			for(var i:int = 0;i<mapWidth;i++){
                            for(var h:int = 0;h<mapHeight;h++){
                                
                                tileNum = map[j];
                                if(tileNum == 1){
                                    mapData[j] = new MyBitmap(XX.yuka.w, XX.yuka.h, XX.yuka.cl, XX.yuka.map, new Matrix(1, 0, 0, 1, h*16, i*16));
                                
                                    layerlist.push(mapData[j]);
                                }
                                if(tileNum == 2){
                                     mapData[j] = new MyBitmap(XX.block.w, XX.block.h, XX.block.cl, XX.block.map, new Matrix(1, 0, 0, 1, h*16, i*16));
                                    
                                    layerlist.push(mapData[j]);
                                }
                                if(tileNum == 3){
                                     mapData[j] = new MyBitmap(XX.hb_f0.w, XX.hb_f0.h, XX.hb_f0.cl, XX.hb_f0.map, new Matrix(1, 0, 0, 1, h*16, i*16));
                                    
                                    layerlist.push(mapData[j]);
                                    
                                }
                                if(tileNum == 4){
                                     mapData[j] = new MyBitmap(XX.empblock.w, XX.empblock.h, XX.empblock.cl, XX.empblock.map, new Matrix(1, 0, 0, 1, h*16, i*16));
                                     
                                    layerlist.push(mapData[j]);
                                    
                                }
                                if(tileNum == 5){
                                     mapData[j] = new MyBitmap(XX.block2.w, XX.block2.h, XX.block2.cl, XX.block2.map, new Matrix(1, 0, 0, 1, h*16, i*16));
                                    
                                     layerlist.push(mapData[j]);
                                    
                                }
                                
                                j++;
                            }
                        }
                var ASSET0:MyBitmap = new MyBitmap(XX.asset0.w, XX.asset0.h, XX.asset0.cl, XX.asset0.map, new Matrix(1, 0, 0, 1, 24, 8));
                    layerlist.push(ASSET0);
                        
                        
                var COIN:MyBitmap = new MyBitmap(XX.coin_f0.w, XX.coin_f0.h, XX.coin_f0.cl, XX.coin_f0.map, new Matrix(1, 0, 0, 1, 90, 16));
                    layerlist.push(COIN);
			
			startRender()
		}
		
		
		public function startRender():void {
                        stage.addEventListener(KeyboardEvent.KEY_DOWN, keyPressed);
                        stage.addEventListener(KeyboardEvent.KEY_UP, keyReleased);
    
			this.addEventListener(Event.ENTER_FRAME, enterFrame);

                              
                }
		
		public function stopRender():void {
			
		}
		public function enterFrame(e:Event):void {
                    CharXspeed *= 0.7;
                    if(isDown(Keyboard.RIGHT)){
                        CharXspeed += (10-CharXspeed)/5;
                        
                    }
                    if(isDown(Keyboard.LEFT)){
                        CharXspeed += (-10-CharXspeed)/5;
                    }
                    if(isDown(Keyboard.UP)){
                        if(CharGround == true){
                            CharYspeed = -7;
                        }else if(CharYspeed < 0){
                            CharYspeed -= 0.5;
                        }
                    }
                    var tilex:int = Math.round(MERIO.matrix.tx/16);
                    var tilex2:int = Math.round((MERIO.matrix.tx-5)/16);
                    var tilex3:int = Math.round((MERIO.matrix.tx+5)/16);
                    var tiley:int = Math.round((MERIO.matrix.ty-8)/16);
                    if(map[tilex+(tiley+1)*mapHeight] !== 0 || map[tilex2+(tiley+1)*mapHeight] !== 0 || map[tilex3+(tiley+1)*mapHeight] !== 0){
                        CharGround = true;
                        MERIO.matrix.ty = Math.min(MERIO.matrix.ty,int(MERIO.matrix.ty/16)*16);
                        CharYspeed=Math.min(0,CharYspeed);
                    }else{
                        CharGround = false;
                        CharYspeed++
                        CharYspeed = Math.min(CharYspeed,7);
                        
                    }
                    
                    
                    tiley = Math.round((MERIO.matrix.ty-8+CharYspeed)/16);
                    if(map[tilex+(tiley)*mapHeight] !== 0){
                        //MERIO.matrix.ty = Math.max(MERIO.matrix.ty,int(MERIO.matrix.ty/16)*16+16);
                        CharYspeed = Math.max(CharYspeed,0);
                        if(map[tilex+(tiley)*mapHeight] == 5){
                            map[tilex+(tiley)*mapHeight] = 0;
                            
                            mapData[tilex+(tiley)*mapHeight].map = XX.blank.map;
                            mapData[tilex+(tiley)*mapHeight].colorlist = XX.blank.cl;
                            mapData[tilex+(tiley)*mapHeight].build();
                            // XX.empblock.w, XX.empblock.h, XX.empblock.cl, XX.empblock.map
                        }
                        if(map[tilex+(tiley)*mapHeight] == 3){
                            map[tilex+(tiley)*mapHeight] = 4;
                            
                            mapData[tilex+(tiley)*mapHeight].map = XX.empblock.map;
                            mapData[tilex+(tiley)*mapHeight].colorlist = XX.empblock.cl;
                            mapData[tilex+(tiley)*mapHeight].build();
                            // XX.empblock.w, XX.empblock.h, XX.empblock.cl, XX.empblock.map
                        }
                    }
                    tiley = Math.round((MERIO.matrix.ty-8)/16);
                    tilex = Math.floor(MERIO.matrix.tx/16);
                    if(map[tilex+1+tiley*mapHeight] !== 0){
                        MERIO.matrix.tx = Math.min(MERIO.matrix.tx,int(MERIO.matrix.tx/16)*16+3);
                        CharXspeed = Math.min(CharXspeed,0);
                        
                    }
                    tilex = Math.ceil(MERIO.matrix.tx/16);
                    if(map[tilex-1+tiley*mapHeight] !== 0){
                        MERIO.matrix.tx = Math.max(MERIO.matrix.tx,int(MERIO.matrix.tx/16)*16+13);
                        CharXspeed = Math.max(CharXspeed,0);
                        
                    }
                    if(CharGround == false){
                        MERIO.map = XX.meriojump.map;
                        MERIO.colorlist = XX.meriojump.cl;
                        MERIO.makeBitmapData();
                        MERIO.build();
                    
                    }else{
                        MERIO.map = XX.merio.map;
                        MERIO.colorlist = XX.merio.cl;
                        MERIO.makeBitmapData();
                        MERIO.build();
                    }
                    MERIO.matrix.tx+=CharXspeed;
                    MERIO.matrix.ty+=CharYspeed;
                    //
                    render();
                }
		public function render():void {
			
			canvasBitmapData.fillRect(canvasBitmapData.rect, 0x000000);
			
			var li:Array = layerlist;
			var l:uint = li.length;
			for (var i:uint = 0; i < l; i++) {
				li[i].render();
				canvasBitmapData.draw(li[i],li[i].matrix)
			}
			
		}


                

		
	}
	
}

import flash.display.Bitmap;
import flash.display.BitmapData;
import adobe.utils.CustomActions;
import flash.display.Graphics;
import flash.display.Sprite;
import flash.events.*;
import flash.ui.*;
import flash.geom.Matrix;


var keysDown:Object = new Object();
function isDown(keyCode:uint):Boolean {
    return Boolean(keyCode in keysDown);
}
function keyPressed(event:KeyboardEvent):void {
    keysDown[event.keyCode] = true;
}
function keyReleased(event:KeyboardEvent):void {
    if (event.keyCode in keysDown) {
        delete keysDown[event.keyCode];
    }
}

//基本Bitmap
class MyBitmap extends Bitmap
{
			
	public var sizew:uint;
	public var sizeh:uint;
	public var colorlist:Array;
	public var map:Array;
	public var matrix:Matrix;
        public var id:int;
			
	public function MyBitmap(sizew:uint, sizeh:uint, colorlist:Array, map:Array, matrix:Matrix) {
		this.sizew = sizew;
		this.sizeh = sizeh;
		this.colorlist = colorlist;
		this.map = map;
		this.matrix = matrix;
		makeBitmapData();
		this.build();
	}
			
	public function makeBitmapData():void {
		this.bitmapData = new BitmapData(this.sizew, this.sizeh, true, 0x00000000);		
	}		
			
	public function build():void {
		this.bitmapData.unlock();
		var cli:Array = this.colorlist;
		var li:Array = this.map;
		var l:uint = li.length;
		for (var i:uint = 0; i < l; i++) {
			var x:uint = i - (Math.floor(i / sizew) * sizew);
			var y:uint = Math.floor(i / sizew);
			if (li[i] != 0) this.bitmapData.setPixel32(x, y, cli[li[i]]);
		}
		this.bitmapData.lock();
	}
		
	public function render():void {
			
	}
		
}
/*
//ぶるるBitmap
class MyBuru2Bitmap extends MyBitmap
{
	public function MyBuru2Bitmap(sizew:uint, sizeh:uint, colorlist:Array, map:Array , matrix:Matrix) {
		super(sizew, sizeh, colorlist, map, matrix);
	}
	
	private var flg:Boolean = false;
	
	public override function render():void {
		flg ? this.matrix.tx -= 2 : this.matrix.tx += 2;
		flg = !flg;
	}
	
}
*/
//タイリングBitmap
class MyTilingBitmap extends MyBitmap
{
	private var tilewc:uint;
	private var tilehc:uint;
	
	public function MyTilingBitmap(sizew:uint, sizeh:uint, colorlist:Array, map:Array , matrix:Matrix, tilewc:uint = 1, tilehc:uint = 1) {
		this.tilewc = tilewc;
		this.tilehc = tilehc;
		super(sizew, sizeh, colorlist, map, matrix);
	}
	
	public override function makeBitmapData():void {
		this.bitmapData = new BitmapData(this.sizew * tilewc, this.sizeh * tilehc, true, 0x00000000);
	}

	public override function build():void{
		super.build();
		
		if(tilewc>1){
			var ma:Matrix = new Matrix();
			ma.translate(this.sizew,0)
			this.bitmapData.draw(this, ma)	//?
		}
		
		if(tilehc>1){
			ma = new Matrix();
			ma.translate(0,this.sizeh)
			this.bitmapData.draw(this, ma)	//?
		}
	}
}

//アニメBitmap
//未完成
/*class MyAnimBitmap extends Bitmap
{
	public var sizew:uint;
	public var sizeh:uint;
	public var matrix:Matrix;
	
	private var framlist:Array;
	private var frmcnt:uint = 0;
	private var frmcntmax:uint = 0;
		
	public function MyAnimBitmap(sizew:uint, sizeh:uint, matrix:Matrix) {
		this.sizew = sizew;
		this.sizeh = sizeh;
		this.matrix = matrix;
		framlist = [];
		makeBitmapData();
		this.build();
	}
		
	public function makeBitmapData() {
		this.bitmapData = new BitmapData(this.sizew, this.sizeh, true, 0x00000000);		
	}
	
	public function addFrame(param:MyBitmap) {
		framlist.push(param);
		frmcntmax = framlist.length;
	}
		
	public function build() {
		this.bitmapData.unlock();
		this.bitmapData.lock();
	}
		
	public function render() {
	}
}*/


//data
class XX 
{

static public var kinoko:Object = {
w:16,
h:16,
map:[0,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,2,2,0,0,0,0,0,0,0,0,0,1,1,1,1,2,2,2,2,0,0,0,0,0,0,0,1,1,1,1,1,2,2,2,2,2,0,0,0,0,0,1,1,1,1,1,1,1,2,2,2,1,1,0,0,0,1,1,2,2,2,1,1,1,1,1,1,1,1,1,0,0,1,2,2,2,2,2,1,1,1,1,1,1,1,1,0,1,1,2,2,2,2,2,1,1,1,1,1,2,2,1,1,1,1,2,2,2,2,2,1,1,1,1,1,2,2,2,1,1,1,1,2,2,2,1,1,1,1,1,1,1,2,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,1,2,2,2,3,3,3,3,3,3,2,2,2,1,0,0,0,0,0,3,3,3,3,3,3,3,3,0,0,0,0,0,0,0,0,3,3,3,3,3,3,1,3,0,0,0,0,0,0,0,0,3,3,3,3,3,3,1,3,0,0,0,0,0,0,0,0,0,3,3,3,3,1,3,0,0,0,0,0],
cl:[0xFFff0000, 0xFFffa000, 0xFFe05000, 0xFFffffff]
};

static public var merio:Object = {
w:16,
h:16,
map:[0,0,0,0,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,2,2,2,3,3,2,3,0,0,0,0,0,0,0,0,2,3,2,3,3,3,2,3,3,3,0,0,0,0,0,0,2,3,2,2,3,3,3,2,3,3,3,0,0,0,0,0,2,2,3,3,3,3,2,2,2,2,0,0,0,0,0,0,0,0,3,3,3,3,3,3,3,0,0,0,0,0,0,0,0,2,2,1,2,2,2,0,0,0,0,0,0,0,0,0,2,2,2,1,2,2,1,2,2,2,0,0,0,0,0,2,2,2,2,1,1,1,1,2,2,2,2,0,0,0,0,3,3,2,1,3,1,1,3,1,2,3,3,0,0,0,0,3,3,3,1,1,1,1,1,1,3,3,3,0,0,0,0,3,3,1,1,1,1,1,1,1,1,3,3,0,0,0,0,0,0,1,1,1,0,0,1,1,1,0,0,0,0,0,0,0,2,2,2,0,0,0,0,2,2,2,0,0,0,0,0,2,2,2,2,0,0,0,0,2,2,2,2,0,0,0],
cl:[0xFFff0000, 0xFFe05000, 0xFF888800, 0xFFffa000]
};

static public var meriojump:Object = {
w:16,
h:16,
map:[
0,0,0,0,0,0,0,0,0,0,0,0,3,3,3,3,
0,0,0,0,0,1,1,1,1,1,1,0,3,3,3,3,
0,0,0,0,1,1,1,1,1,1,1,1,1,1,3,3,
0,0,0,0,2,2,2,2,3,3,2,3,2,2,2,2,
0,0,0,2,2,3,2,3,3,3,2,3,3,2,2,2,
0,0,0,2,2,3,3,3,3,3,3,2,3,3,3,2,
0,0,0,2,2,3,3,3,3,3,2,2,2,2,2,0,
0,0,0,0,0,3,3,3,3,3,3,3,3,2,0,0,
0,0,2,2,2,2,2,1,2,2,2,1,2,0,0,0,
0,2,2,2,2,2,2,2,1,2,2,2,1,0,2,2,
3,3,3,2,2,2,2,2,1,1,1,1,1,0,2,2,
3,3,3,3,1,1,1,2,1,3,1,1,3,1,2,2,
0,3,3,2,1,1,1,1,1,1,1,1,1,1,2,2,
0,0,2,2,2,1,1,1,1,1,1,1,1,1,2,2,
0,2,2,2,1,1,1,1,1,1,1,0,0,0,0,0,
0,2,2,1,1,1,1,1,0,0,0,0,0,0,0,0,],
cl:[0xFFff0000, 0xFFe05000, 0xFF888800, 0xFFffa000]
};

static public var coin_f0:Object = {
w:5,
h:8,
map:[0,1,1,2,0,1,1,1,1,2,1,1,1,1,2,1,1,1,1,2,1,1,1,1,2,1,1,1,1,2,2,1,1,2,3,0,2,2,3,0],
cl:[0xFFff0000, 0xFFffa000, 0xFF0, 0xFFc07000]
};

static public var coin_f1:Object = {
w:5,
h:8,
map:[0,1,1,2,0,1,1,1,1,2,1,1,1,1,2,1,1,1,1,2,1,1,1,1,2,1,1,1,1,2,2,1,1,2,1,0,2,2,1,0],
cl:[0xFFff0000, 0xFFc07000, 0xFF0]
};

static public var coin_f2:Object = {
w:5,
h:8,
map:[0,1,1,2,0,1,1,1,1,2,1,1,1,1,2,1,1,1,1,2,1,1,1,1,2,1,1,1,1,2,2,1,1,2,3,0,2,2,3,0],
cl:[0xFFff0000,0xFF784000,0xFF0,0xFFc07000]
};

static public var block:Object = {
w:16,
h:16,
map:[1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,3,2,1,2,2,2,2,2,2,2,2,2,2,2,2,3,3,2,2,1,2,2,2,2,2,2,2,2,2,2,3,3,3,2,2,2,1,2,2,2,2,2,2,2,2,3,3,3,3,2,2,2,2,1,1,1,1,1,1,1,1,3,3,3,3,2,2,2,2,1,1,1,1,1,1,1,1,3,3,3,3,2,2,2,2,1,1,1,1,1,1,1,1,3,3,3,3,2,2,2,2,1,1,1,1,1,1,1,1,3,3,3,3,2,2,2,2,1,1,1,1,1,1,1,1,3,3,3,3,2,2,2,2,1,1,1,1,1,1,1,1,3,3,3,3,2,2,2,2,1,1,1,1,1,1,1,1,3,3,3,3,2,2,2,2,1,1,1,1,1,1,1,1,3,3,3,3,2,2,2,3,3,3,3,3,3,3,3,3,1,3,3,3,2,2,3,3,3,3,3,3,3,3,3,3,3,1,3,3,2,3,3,3,3,3,3,3,3,3,3,3,3,3,1,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,1],
cl:[0xFFff0000, 0xFF4090c0, 0xFFa0fff0, 0xFF000000]
};

static public var block2:Object = {
w:16,
h:15,
map:[1,1,1,1,1,1,1,2,1,1,1,1,1,1,1,2,1,1,1,1,1,1,1,2,1,1,1,1,1,1,1,2,1,1,1,1,1,1,1,2,1,1,1,1,1,1,1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,1,1,1,2,1,1,1,1,1,1,1,2,1,1,1,1,1,1,1,2,1,1,1,1,1,1,1,2,1,1,1,1,1,1,1,2,1,1,1,1,1,1,1,2,1,1,1,1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,1,1,1,1,1,1,1,2,1,1,1,1,1,1,1,2,1,1,1,1,1,1,1,2,1,1,1,1,1,1,1,2,1,1,1,1,1,1,1,2,1,1,1,1,1,1,1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,1,1,1,2,1,1,1,1,1,1,1,2,1,1,1,1,1,1,1,2,1,1,1,1,1,1,1,2,1,1,1,1,1,1,1,2,1,1,1,1,1,1,1,2,1,1,1,1],
cl:[0xFFff0000,0xFF4090c0,0xFF000000]
};

static public var empblock:Object = {
w:16,
h:16,
map:[0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,1,1,2,1,2,2,2,2,2,2,2,2,2,2,1,2,1,1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,1,1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,1,1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,1,1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,1,1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,1,1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,1,1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,1,1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,1,1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,1,1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,1,1,2,1,2,2,2,2,2,2,2,2,2,2,1,2,1,1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,1,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0],
cl:[0xFFff0000, 0xFF4090c0, 0xFFc07000]
};

static public var yuka:Object = {
w:16,
h:16,
map:[1,2,2,2,2,1,1,2,2,2,2,2,2,2,2,3,2,1,1,1,1,3,2,1,1,1,1,1,1,1,1,3,2,1,1,1,1,3,2,1,1,1,1,1,1,1,1,3,2,1,1,1,1,3,2,1,1,1,1,1,1,1,1,3,2,3,1,1,1,3,2,1,1,1,1,1,1,1,1,3,1,3,3,3,3,1,2,1,1,1,1,1,1,1,1,3,2,2,2,2,2,3,2,1,1,1,1,1,1,1,1,3,2,1,1,1,1,3,2,1,1,1,1,1,1,1,1,3,2,1,1,1,1,3,2,1,1,1,1,1,1,1,1,3,2,1,1,1,1,3,2,1,1,1,1,1,1,1,1,3,1,1,1,1,1,3,3,3,1,1,1,1,1,1,3,2,1,1,1,1,1,3,2,2,3,3,1,1,1,1,3,2,1,1,1,1,1,3,2,1,2,2,3,3,3,3,2,1,1,1,1,1,1,3,2,1,1,1,2,2,2,3,2,1,1,1,1,1,3,3,2,1,1,1,1,1,1,3,2,1,3,3,3,3,3,1,1,3,3,3,3,3,3,1,2,3],
cl:[0xFFff0000, 0xFF4090c0, 0xFFa0fff0, 0xFF000000]
};

static public var asset0:Object = {
w:207,
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static public var tn_f0:Object = {
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static public var tn_f1:Object = {
w:33,
h:16,
map:[0,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,1,2,2,1,1,1,1,1,1,2,2,1,0,0,0,0,1,2,2,1,1,1,1,1,1,2,2,1,0,0,0,0,1,1,1,3,2,1,1,1,1,2,3,1,1,1,0,0,1,1,1,3,2,1,1,1,1,2,3,1,1,1,0,0,0,1,1,1,3,2,2,2,2,2,2,3,1,1,1,0,0,1,1,1,3,2,2,2,2,2,2,3,1,1,1,0,0,1,1,1,1,3,2,3,1,1,3,2,3,1,1,1,1,1,1,1,1,3,2,3,1,1,3,2,3,1,1,1,1,0,1,1,1,1,3,3,3,1,1,3,3,3,1,1,1,1,1,1,1,1,3,3,3,1,1,3,3,3,1,1,1,1,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,1,1,1,1,3,3,3,3,3,3,1,1,1,1,0,0,1,1,1,1,3,3,3,3,3,3,1,1,1,1,0,0,0,0,0,0,3,3,3,3,3,3,3,3,0,0,0,0,0,0,0,0,3,3,3,3,3,3,3,3,0,0,0,0,0,0,0,0,0,3,3,3,3,3,3,3,3,2,2,0,0,0,0,0,0,3,3,3,3,3,3,3,3,2,2,0,0,0,0,0,0,2,2,3,3,3,3,3,2,2,2,2,2,0,0,0,0,2,2,3,3,3,3,3,2,2,2,2,2,0,0,0,0,0,2,2,2,3,3,3,2,2,2,2,2,2,0,0,0,0,2,2,2,3,3,3,2,2,2,2,2,2,0,0,0,0,0,0,2,2,2,3,3,2,2,2,2,2,0,0,0,0,0,0,2,2,2,3,3,2,2,2,2,2,0,0,0],
cl:[0xFFff0000,0xFF4090c0,0xFF305080,0xFFa0fff0]
};

static public var hb_f0:Object = {
w:16,
h:16,
map:[0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,3,1,2,3,2,2,2,2,2,2,2,2,2,2,3,2,3,1,2,2,2,2,1,1,1,1,1,2,2,2,2,2,3,1,2,2,2,1,1,3,3,3,1,1,2,2,2,2,3,1,2,2,2,1,1,3,2,2,1,1,3,2,2,2,3,1,2,2,2,1,1,3,2,2,1,1,3,2,2,2,3,1,2,2,2,2,3,3,2,1,1,1,3,2,2,2,3,1,2,2,2,2,2,2,1,1,3,3,3,2,2,2,3,1,2,2,2,2,2,2,1,1,3,2,2,2,2,2,3,1,2,2,2,2,2,2,2,3,3,2,2,2,2,2,3,1,2,2,2,2,2,2,1,1,2,2,2,2,2,2,3,1,2,2,2,2,2,2,1,1,3,2,2,2,2,2,3,1,2,3,2,2,2,2,2,3,3,2,2,2,3,2,3,1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3],
cl:[0xFFff0000, 0xFFc07000, 0xFFffa000, 0xFF4090c0]
};

static public var hb:Object = {
w:16,
h:16,
map:[0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2,1,1,2,1,1,1,1,1,1,1,1,1,1,2,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2,1,1,1,1,1,1,2,2,2,1,1,1,1,1,1,2,1,1,1,1,1,1,2,1,1,1,1,2,1,1,1,2,1,1,1,1,1,1,2,1,1,1,1,2,1,1,1,2,1,1,1,1,1,2,2,1,1,1,1,2,1,1,1,2,1,1,1,1,1,1,1,1,1,2,2,2,1,1,1,2,1,1,1,1,1,1,1,1,1,2,1,1,1,1,1,2,1,1,1,1,1,1,1,1,2,2,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,2,1,1,1,1,1,2,1,1,2,1,1,1,1,1,2,2,1,1,1,2,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2],
cl:[0xFFff0000,0xFFc07000,0xFF4090c0]
};

static public var hb_f2:Object = {
w:16,
h:16,
map:[0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,3,1,2,3,2,2,2,2,2,2,2,2,2,2,3,2,3,1,2,2,2,2,1,1,1,1,1,2,2,2,2,2,3,1,2,2,2,1,1,3,3,3,1,1,2,2,2,2,3,1,2,2,2,1,1,3,2,2,1,1,3,2,2,2,3,1,2,2,2,1,1,3,2,2,1,1,3,2,2,2,3,1,2,2,2,2,3,3,2,1,1,1,3,2,2,2,3,1,2,2,2,2,2,2,1,1,3,3,3,2,2,2,3,1,2,2,2,2,2,2,1,1,3,2,2,2,2,2,3,1,2,2,2,2,2,2,2,3,3,2,2,2,2,2,3,1,2,2,2,2,2,2,1,1,2,2,2,2,2,2,3,1,2,2,2,2,2,2,1,1,3,2,2,2,2,2,3,1,2,3,2,2,2,2,2,3,3,2,2,2,3,2,3,1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3],
cl:[0xFFff0000, 0xFFc07000, 0xFF784000, 0xFF4090c0]
};
static public var blank:Object = {
w:16,
h:16,
map:[1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1],
cl:[0x00000000, 0x00000000, 0x00000000, 0x00000000]
};

}