なぞり消し
一応パズルゲームっす
まずマウスでなぞるとなぞった所の玉がきえます、これは得点にはなりません
玉が消えて落ちてきた玉が同じ色で横3つ以上か縦3つ以上になれば消えて得点になります
2分間のスコアアタックです
玉の消え方は某パズルゲームをまねてます
/**
* Copyright tomrx ( http://wonderfl.net/user/tomrx )
* MIT License ( http://www.opensource.org/licenses/mit-license.php )
* Downloaded from: http://wonderfl.net/c/irRW
*/
package
{
import flash.display.Sprite;
import flash.events.*;
/**
* 一応パズルゲームっす
* まずマウスでなぞるとなぞった所の玉がきえます、これは得点にはなりません
* 玉が消えて落ちてきた玉が同じ色で横3つ以上か縦3つ以上になれば消えて得点になります
* 2分間のスコアアタックです
* 玉の消え方は某パズルゲームをまねてます
*/
[SWF(width = "465", height = "465", backgroundColor = "0x000000", frameRate = "60")]
public class Main extends Sprite
{
private var _scene:Scene;
private var _nazoriDisplay:Sprite;
public function Main():void
{
_scene=new Scene();
addChild(_scene);
addEventListener(MouseEvent.MOUSE_DOWN, mousedown);
addEventListener(MouseEvent.MOUSE_UP, mouseup);
addEventListener(MouseEvent.MOUSE_MOVE, mousemove);
_nazoriDisplay = new Sprite();
addChild(_nazoriDisplay);
}
private function mousedown(e:Event):void
{
_scene._field._mouseflag = 1;
if (_scene._field._gamemode == 0) {
_scene._field._gamemode = 1; //ゲームスタート
_scene._field._timer.start();
}
//なぞり線開始
_nazoriDisplay.graphics.lineStyle(1, 0xffffff);
_nazoriDisplay.graphics.moveTo(mouseX, mouseY);
}
private function mouseup(e:Event):void
{
_scene._field._mouseflag = 2;
_nazoriDisplay.graphics.clear(); //なぞり線消去
}
private function mousemove(e:Event):void
{
if(_scene._field._mouseflag==1 && _scene._field._gamemode==1){
_nazoriDisplay.graphics.lineTo(mouseX, mouseY); //なぞり線を描く
}
}
}
}
import flash.display.*;
import flash.events.*;
import flash.filters.BlurFilter;
import flash.text.TextField;
import flash.text.TextFormat;
import com.bit101.components.PushButton;
import flash.net.URLRequest;
import flash.system.LoaderContext;
import flash.net.navigateToURL;
import flash.geom.Rectangle;
import flash.utils.escapeMultiByte;
import flash.geom.Point;
class Scene extends Sprite
{
private var my_loader:Loader
private var bmp_data:BitmapData;
private var bmp_obj:Bitmap;
private var miniball_bmp:BitmapData;
private var miniball_obj:Bitmap
private var ballgraphic:Vector.<BitmapData>;
private var miniballgraphic:Vector.<BitmapData>;
private var chaingraphic:Vector.<BitmapData>
private var chaingraphic2:Vector.<BitmapData>
private var chaingraphic3:Vector.<BitmapData>
private static var blur:BlurFilter;
public var _field:field = new field();
private var _scoretxt:TextField = new TextField();
private var _scoretxt2:TextField = new TextField();
private var _timetxt:TextField = new TextField();
private var _txtformat:TextFormat = new TextFormat();
private var _centertxt:TextField = new TextField();
private var _delaytime:int = -100;
private var _scoredelay:Array = [];
private var _retryButton:PushButton;
private var _postButton:PushButton;
public function Scene()
{
my_loader=new Loader;
my_loader.contentLoaderInfo.addEventListener(Event.COMPLETE,compLoad);
my_loader.load(new URLRequest("http://assets.wonderfl.net/images/related_images/2/20/2098/20988632c234e518b589aa1caac401e7ea676391"),new LoaderContext(true));
bmp_obj = new Bitmap(Global._canvas,PixelSnapping.AUTO,true);
addChild(bmp_obj);
miniball_bmp = new BitmapData(465, 465, true, 0x00000000);
miniball_obj = new Bitmap(miniball_bmp, PixelSnapping.AUTO, true);
addChild(miniball_obj);
miniball_obj.blendMode=BlendMode.ADD;
blur = new BlurFilter(2, 2, 3);
_txtformat.size = 25;
_txtformat.color = 0xffffff;
_txtformat.align = "right";
_scoretxt.defaultTextFormat=_txtformat;
_scoretxt2.defaultTextFormat = _txtformat;
_timetxt.defaultTextFormat = _txtformat;
_txtformat.align = "center";
_centertxt.defaultTextFormat = _txtformat;
_scoretxt.width = 100;
_scoretxt.x =310;
_scoretxt.y = 5;
_scoretxt2.x = 230;
_scoretxt2.y = 5;
_scoretxt2.text = "SCORE";
_timetxt.width = 150;
_timetxt.y = 5;
_centertxt.text = "CLICK TO START";
_centertxt.width = 200;
_centertxt.x = 130;
_centertxt.y = 200;
_centertxt.visible = true;
addChild(_scoretxt);
addChild(_scoretxt2);
addChild(_timetxt);
addChild(_centertxt);
_retryButton = new PushButton(this, 0, 0, "retry", onMouseClick);
_retryButton.x = 120;
_retryButton.y = 250;
_retryButton.visible = false;
_postButton = new PushButton(this, 0, 32, "post Twitter", postTwitter);
_postButton.visible = false;
_postButton.x = 240;
_postButton.y = 250;
for (var i:int = 0; i < 100; i++) { _scoredelay[i] = 0;}
}
private function onMouseClick(e:MouseEvent):void {
for (var i:int = 0; i < 100; i++) { _scoredelay[i] = 0;}
_field.init();
_retryButton.visible = false;
_postButton.visible = false;
}
private function postTwitter(e:MouseEvent):void {
var comment:String = "なぞり消し 最大連鎖"+(_field._maxchain+1) +" SCORE "+ _field._score ;
var post:String = comment + " " + "http://wonderfl.net/c/irRW/" + " " + "#wonderfl ";
navigateToURL(new URLRequest("http://twitter.com/home?status=" + escapeMultiByte(post)), "_blank");
}
public function compLoad(e:Event):void {
var bmp:Bitmap = e.target.content as Bitmap;
var buf:BitmapData = new BitmapData(384, 128, true, 0x0);
buf.threshold(bmp.bitmapData,new Rectangle(0,0,384,128),new Point(0,0),"==",0xc2c2c2,0x0,0xffffff,true);
ballgraphic = new Vector.<BitmapData>();
miniballgraphic = new Vector.<BitmapData>();
chaingraphic = new Vector.<BitmapData>(); //1桁
chaingraphic2 = new Vector.<BitmapData>(); //2桁
chaingraphic3 = new Vector.<BitmapData>(); //3桁
//玉の画像
for (var i:int = 0; i < 12; i++) {
ballgraphic[i] = new BitmapData(24, 24);
ballgraphic[i].copyPixels(buf, new Rectangle(i * 24, 0, i * 24 + 24, 24), new Point(0, 0));
}
//連鎖用画像
for (i = 0; i < 11; i++) {
chaingraphic[i] = new BitmapData(24, 24);
chaingraphic[i].copyPixels(buf, new Rectangle(i*24, 72, i*24+24, 96), new Point(0, 0));
}
for (i = 0; i < 10; i++) {
chaingraphic2[i] = new BitmapData(12, 24);
chaingraphic2[i].copyPixels(buf, new Rectangle(i * 12, 48, i * 12 + 12, 72), new Point(0, 0));
chaingraphic3[i] = new BitmapData(8, 24);
chaingraphic3[i].copyPixels(buf, new Rectangle(i * 8, 24, i * 8 + 8, 48), new Point(0, 0));
}
for (i = 0; i < 6; i++) {
miniballgraphic[i] = new BitmapData(5, 5);
miniballgraphic[i].copyPixels(buf, new Rectangle(i * 5+79, 24, i * 5 + 79+5, 29), new Point(0, 0));
}
addEventListener(Event.ENTER_FRAME, render);
_field.init();
}
public function render(e:Event):void {
var c:int;
var _alpha:int;
_field.fall(); //落下
_field.ballClear(); //玉をけす
Global._canvas.lock();
Global._canvas.fillRect(new Rectangle(0, 0, 640, 480), 0x0);
for (var j:int = 1; j < 18;j++){
for (var i:int = 0; i < 18; i++) {
_alpha = 255;
c = _field._data[j][i];
if (_field._ballAlpha[j][i] != 0) { _alpha =255-(_field._ballAlpha[j][i])*18;}
var bmd:BitmapData = new BitmapData(24, 24, true, (_alpha) << 24);
if ((_field._flag1[j][i] & 0x10) > 0) {
if((_field._ballCount[j][i] & 2) == 0) { //玉点滅
c = 0;
}
_field._ballCount[j][i]++;
}
if ((_field._flag1[j][i] & 0x04) > 0) {
c = c + 5;
}
if ((_field._flag2[j][i] & 0x10) > 0) { c = 0; }
Global._canvas.copyPixels(ballgraphic[c], new Rectangle(0,0,24, 24), new Point(i*24, j*24+24),bmd);
}
}
//連鎖数表示
var l:int = _field._chainPanels.length;
var n:int
while (l--) {
if(_field._chainPanels[l]._visible==true){
n = _field._chainPanels[l]._num;
if(n<11 && n>=1){
Global._canvas.copyPixels(chaingraphic[n-1], new Rectangle(0, 0, 24, 24), new Point(_field._chainPanels[l]._x,_field._chainPanels[l]._y), bmd);
}
if (n >= 10 && n < 100) {
Global._canvas.copyPixels(chaingraphic[0], new Rectangle(0, 0, 24, 24), new Point(_field._chainPanels[l]._x , _field._chainPanels[l]._y), bmd);
Global._canvas.copyPixels(chaingraphic2[n % 10], new Rectangle(0, 0, 12, 24), new Point(_field._chainPanels[l]._x+12, _field._chainPanels[l]._y), bmd);
Global._canvas.copyPixels(chaingraphic2[Math.floor(n / 10)], new Rectangle(0, 0, 12, 24), new Point(_field._chainPanels[l]._x, _field._chainPanels[l]._y), bmd);
}
if (_field._chainPanels[l]._num >= 100) {
Global._canvas.copyPixels(chaingraphic[0], new Rectangle(0, 0, 24, 24), new Point(_field._chainPanels[l]._x , _field._chainPanels[l]._y), bmd);
Global._canvas.copyPixels(chaingraphic3[n % 10], new Rectangle(0, 0, 12, 24), new Point(_field._chainPanels[l]._x+16, _field._chainPanels[l]._y), bmd);
Global._canvas.copyPixels(chaingraphic3[Math.floor(n / 100)], new Rectangle(0, 0, 8, 24), new Point(_field._chainPanels[l]._x, _field._chainPanels[l]._y), bmd);
Global._canvas.copyPixels(chaingraphic3[Math.floor(n / 10)%10], new Rectangle(0, 0, 8, 24), new Point(_field._chainPanels[l]._x+8, _field._chainPanels[l]._y), bmd);
}
}
}
for (i = 0; i < 1000; i++) {
miniball_bmp.copyPixels(miniballgraphic[_field._miniballs[i].color],new Rectangle(0,0,5,5),new Point(_field._miniballs[i].x, _field._miniballs[i].y),bmd);
}
miniball_bmp.applyFilter(miniball_bmp, new Rectangle(0,0,465,465),new Point(0,0), blur);
Global._canvas.unlock();
for (i = 0; i < 99; i++) {
_scoredelay[i] = _scoredelay[i + 1];
}
_scoredelay[99] = _field._score;
_scoretxt.text = _scoredelay[0].toString();
var _st:String;
_st = Math.floor(_field._timecount / 60).toString()+":";
if ((_field._timecount % 60) < 10) { _st = _st + "0"; }
_st += _field._timecount % 60;
_timetxt.text = "TIME " + _st;
if (_field._timecount == 0) { _centertxt.visible = true; _centertxt.text = "Time's up"; }
if (_field._gamemode == 1) { _centertxt.visible = false; }
if (_field._gamemode == 0) { _centertxt.visible = true; _centertxt.text = "CLICK TO START"; }
if (_field._gamemode == 3) { _postButton.visible = true; _retryButton.visible = true; }
}
}
class Global
{
public static var _canvas:BitmapData = new BitmapData ( 465 , 465 , false , 0x0 ) ;
}
import flash.utils.Timer;
class field extends Sprite
{
public var _data:Array = [];
public var _ballAlpha:Array = [];
public var _ballCount:Array = [];
public var _flag1:Array = [];
public var _flag2:Array = [];
private var _fallwait:Array = [];
private var _ballClearMode:Array = [];
private var _ballClearCountStock:Array = [];
private var _ballClearLocateStockx:Array = [];
private var _ballClearLocateStocky:Array = [];
private var _ballClearCount:int;
private var _ballClearCount2:Array = [];
private var _ballClearTotal:Array = [];
private var _ballClearTotal2:Array = [];
private var _nazorix:Array = [];
private var _nazoriy:Array = [];
private var _nazoriflag:Array = [];
private var _total:int;
private var _chainCheck:int;
private var _chainCount:int;
public var _maxchain:int;
private var _chainPanelcount:int = 0;
public var _mouseflag:int = 0;
public var _score:int = 0;
private var _checkx:int = 0;
private var _checky:int = 0;
private var _ch:Boolean;
private var _mini_ballCount:int = 0;
private const NAZORIFLAG:int = 0x01;
private const CLEARCHECK:int = 0x02;
private const CLEAR_flag1:int = 0x08;
private const CLEAR_flag2:int = 0x10;
private const BLINKFLAG:int = 0x10;
private const WAITFLAG:int = 0x04;
private const FALLFLAG:int = 0x04;
private const CHAIN_flag1:int = 0x40;
private const CHAIN_flag2:int = 0x80;
private const CHAINFLAG3:int = 0x20;
public var _chainPanels:Vector.<ChainPanel>;
public var _miniballs:Vector.<Particle>
public var _miniball:Particle;
public var _chainPanel:ChainPanel
public var _timer : Timer = new Timer(1000,0);
public var _timecount:int = 120;
public var _gamemode:int = 0;
public function field()
{
_chainPanels = new Vector.<ChainPanel>();
_miniballs = new Vector.<Particle>();
for (var i:int = 0; i < 1000; i++)
{
_miniball = new Particle();
_miniballs.push(_miniball);
}
for (i = 0; i < 20; i++) {
_chainPanel = new ChainPanel();
_chainPanels.push(_chainPanel);
}
_timer.addEventListener(TimerEvent.TIMER,function(e:TimerEvent):void{
if(_gamemode==1){_timecount--;}
if (_timecount <= 0) {
_gamemode = 2; _timer.stop(); _timecount = 0;
}
});
}
public function init():void
{
var x:int;
var y:int;
var r:int;
var i:int;
for (i = 0; i < 19;i++){
_data[i] = [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0];
_fallwait[i] = [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0];
_flag1[i] = [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0];
_flag2[i] = [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0];
_ballCount[i] = [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0];
_ballAlpha[i] = [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0];
_nazoriflag[i] = [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0];
}
_data[18] = [6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6];
for (i = 0; i < 30; i++) {
_ballClearMode[i] = 0;
_ballClearTotal[i] = 0;
}
for (y = 17; y >= 0; y--) {
for (x = 18; x > 0; x--) {
r = Math.random() * 5+1
while (_data[y + 1][x] == r || _data[y][x+1]==r) { r = Math.random() * 5+1;}
_data[y][x] = r;
}
}
_timecount = 120;
_score = 0;
_gamemode = 0;
_maxchain = 0;
_ballClearCount = 0;
var l:int = _nazorix.length;
while (l--) {
_nazoriflag[_nazoriy[l]][_nazorix[l]] = 0;
_nazorix.pop();
_nazoriy.pop();
}
for (i = 0; i < 30; i++) {
_ballClearCountStock[i] = 0;
}
}
public function ballClear():void
{
nazori();
ballClearCheck();
ballClearLocate();
ballClearMain();
chainMissCheck();
for each(var panel:ChainPanel in _chainPanels)
{
panel.move();
if (panel._visible == true) { c = true;; }
if (panel._count > 48) {
panel._visible = false;
}
}
var c:Boolean = false;
for each(var ball:Particle in _miniballs)
{
if (ball._visible == true) {
c = true;
ball.x += ball.vx
ball.y += ball.vy
ball.vx += ball.vx2;
ball.vy += ball.vy2;
ball.count--;
if (ball.count<0) {
ball._visible = false;
ball.x = -10;
ball.y = 0;
}
}
}
for (var i:int= 0; i < 30; i++) {
if (_ballClearMode[i] != 0) { c = true;}
}
for (var y:int = 0; y < 18; y++) {
for (var x:int = 1; x < 18; x++) {
if (_data[y][x] == 0) { c = true;}
}
}
if (_gamemode == 2 && _timecount == 0 && c == false) { _gamemode = 3; }
}
private function nazori():void {
if (_gamemode != 1) { return;}
var i:int;
var ii:int;
var a:int;
var x:int = Math.floor(mouseX / 24);
var y:int = Math.floor((mouseY-24) / 24);
if (_mouseflag == 1) {
if ((_checkx != x || _checky != y) && y>0 && y<18) {
if(_data[y][x]!=0 && _data[y][x]!=6 && (_flag2[y][x] & 0x1c)==0 && (_flag1[y][x] & 0x14) == 0 && _nazoriflag[y][x]==0){
_nazorix.push(x);
_nazoriy.push(y);
_ch = true;
_checkx = x;
_checky = y;
_nazoriflag[y][x] = 1;
}
}
}
if (_mouseflag == 2) {
_checkx = -1;
_checky = 0;
if (_ch == true) { _ch = false;
var check:Boolean = false;
for (i = 0; i < 30; i++) {
if (_ballClearMode[i] == 0) { ii = i; check = true; }
}
if (check == false) { return; }
_ballClearCountStock[ii] = _ballClearCount;
a = _ballClearCount;
var l:int = _nazorix.length;
_total = 0;
for (i = 0; i < l; i++) {
if (_data[_nazoriy[i]][_nazorix[i]]!=0 && _data[_nazoriy[i]][_nazorix[i]]!=6 && (_flag2[_nazoriy[i]][_nazorix[i]] & 0x1c) == 0 && (_flag1[_nazoriy[i]][_nazorix[i]] & 0x14) == 0) {
_ballClearLocateStockx[a] = _nazorix[i];
_ballClearLocateStocky[a] = _nazoriy[i];
_flag2[_nazoriy[i]][_nazorix[i]] = _flag2[_nazoriy[i]][_nazorix[i]] | CLEAR_flag1
a = (a + 1) % 1000;
_total++;
}
}
while (l--) {
_nazoriflag[_nazoriy[l]][_nazorix[l]] = 0;
_nazorix.pop();
_nazoriy.pop();
}
if (_total != 0) {
_ballClearLocateStockx[a] = 0xff;
_ballClearCount = (_ballClearCount + _total + 1)%1000;
_ballClearMode[ii] = 1;
_ballClearCount2[ii] = 0;
_ballClearTotal[ii] = 0;
_ballClearTotal2[ii] = _total;
_mouseflag = 0;
}
}
}
}
private function chainMissCheck():void {
var check:Boolean = false;
var x:int;
var y:int;
for (y = 0; y < 18; y++) {
for (x = 0; x < 18; x++) {
if ((_flag2[y][x] & 0xc0) != 0 && (_flag2[y][x]&0x1e)==0) {
_flag2[y][x] = _flag2[y][x] & 0x1e;
}
}
}
for (y = 0; y < 18; y++) {
for (x = 0; x < 18; x++) {
if ((_flag2[y][x] & 0xc4) != 0) { check = true; }
}
}
if (check == false) { _chainCount = 0;}
}
private function ballClearMain():void {
var a:int;
var x:int;
var y:int;
var h:int = 0;
var y2:int;
for (var i:int = 0; i < 30; i++) {
a = _ballClearCountStock[i];
switch(_ballClearMode[i]) {
case 0:
break;
case 1:
while (_ballClearLocateStockx[a] != 0xff) {
x = _ballClearLocateStockx[a];
y = _ballClearLocateStocky[a];
_flag1[y][x] = _flag1[y][x] | BLINKFLAG;
_ballCount[y][x] = 0;
a = (a + 1) % 1000;
}
_ballClearMode[i] = 2;
break;
case 2:
_ballClearCount2[i]++;
if (_ballClearCount2[i] > 45) {
_ballClearCount2[i] = 0;
_ballClearMode[i] = 3;
while (_ballClearLocateStockx[a] != 0xff) {
x = _ballClearLocateStockx[a];
y = _ballClearLocateStocky[a];
_flag1[y][x] = _flag1[y][x] ^ BLINKFLAG;
_flag1[y][x] = _flag1[y][x] | WAITFLAG;
a = (a + 1) % 1000;
}
}
break;
case 3:
_ballClearCount2[i]++;
if (_ballClearCount2[i] > 14) {
_ballClearCount2[i] = 0;
_ballClearMode[i] = 4;
}
break;
case 4:
_ballClearCount2[i]++;
x = _ballClearLocateStockx[(_ballClearTotal[i] + a)%1000];
y = _ballClearLocateStocky[(_ballClearTotal[i] + a) % 1000];
_ballAlpha[y][x] = _ballClearCount2[i];
if (_ballClearCount2[i]++ > 14) {
trace(i.toString()+":"+_ballClearTotal[i].toString() + "-" +_ballClearTotal2[i].toString()+"-"+ a.toString());
_ballClearCount2[i] = 0;
if (x != 0xff) {
_flag2[y][x] = _flag2[y][x] | CLEAR_flag2;
_flag1[y][x] = _flag1[y][x] ^ WAITFLAG;
if ((_flag2[y][x] & CHAINFLAG3) > 0) {
for (var j:int = 0; j < 8+Math.floor(_chainCount/6); j++) {
var co:Number = Math.cos(Math.PI / 180 * (j * (360/(8+Math.floor(_chainCount/6)))));
var si:Number = Math.sin(Math.PI / 180 * (j * (360/(8+Math.floor(_chainCount/6)))));
var bx:Number = x * 24 + 12 + (co * 10);
var by:Number = y * 24 + 12 + (si * 10);
_score++;
_miniballs[_mini_ballCount]._visible = true;
_miniballs[_mini_ballCount].count = 100;
_miniballs[_mini_ballCount].color = _data[y][x];
_miniballs[_mini_ballCount].x = bx
_miniballs[_mini_ballCount].y = by+24
_miniballs[_mini_ballCount].vx = co * (2+_chainCount/40);
_miniballs[_mini_ballCount].vy = si * (2+_chainCount/40);
_miniballs[_mini_ballCount].vx2 = (2 * (405 - bx ) -2*(co*(2+_chainCount/40)*100)) / 10000;
_miniballs[_mini_ballCount].vy2 = -(2 * (by+24 - 20) + 2*(si*(2+_chainCount/40)*100)) / 10000;
_mini_ballCount++;
if (_mini_ballCount >=1000) { _mini_ballCount = 0; }
}
}
}
_ballClearTotal[i]++;
if (_ballClearTotal2[i] == _ballClearTotal[i]) {
_ballClearMode[i] = 0;
a = _ballClearCountStock[i];
while (_ballClearLocateStockx[a] != 0xff) {
x = _ballClearLocateStockx[a];
y = _ballClearLocateStocky[a];
_data[y][x] = 0;
_flag2[y][x] = 0;
h = 0;
for (y2 = y; y2 > 0; y2--) {
if (y2 > 0 && h == 0) {
if ((_flag2[y2-1][x]&CLEAR_flag1)==0) {
if (_data[y2 - 1][x] != 0 && (_flag2[y2 - 1][x]&FALLFLAG) == 0) {
_flag2[y2 - 1][x] = _flag2[y2 - 1][x] | CHAIN_flag1 | FALLFLAG;
_fallwait[y2 - 1][x] = 30;
}
}else { h = 1;}
}
}
a = (a + 1) % 1000;
}
}
}
break;
}
}
}
private function ballClearLocate():void {
//玉の消える場所を保存
var i:int;
var ii:int;
var a:int;
var check:Boolean = false;
var check2:int;
for (i = 0; i < 30; i++) {
if (_ballClearMode[i] == 0) { ii = i; check = true; }
}
if (check == false) { return; }
_ballClearCountStock[ii] = _ballClearCount;
a = _ballClearCount;
_total = 0;
check2 = 0;
for (var y:int = 0; y < 18; y++) {
for (var x:int = 0; x < 18; x++) {
if ((_flag2[y][x] & CHAIN_flag2) != 0) { check2 = 1;}
}
}
for (y = 0; y < 18; y++) {
for (x= 0; x < 18; x++) {
if ((_flag2[y][x] & CLEARCHECK) != 0) {
_ballClearLocateStockx[a] = x;
_ballClearLocateStocky[a] = y;
a = (a + 1) % 1000;
_flag2[y][x] = _flag2[y][x] ^ CLEARCHECK ;
_flag2[y][x] = _flag2[y][x] | CLEAR_flag1;
if (check2 == 1) { _flag2[y][x] = _flag2[y][x] | CHAINFLAG3; }
_total++;
}
}
}
if (_total != 0) {
_ballClearLocateStockx[a] = 0xff;
_ballClearCount = (_ballClearCount + _total + 1)%1000;
_ballClearMode[ii] = 1;
_ballClearCount2[ii] = 0;
_ballClearTotal[ii] = 0;
_ballClearTotal2[ii] = _total;
}
}
private function ballClearCheck():void {
//同じ色の玉が3つ以上並んだか
var i:int;
var x:int;
var y:int;
var l:int=_chainPanels.length;
_chainCheck = 0;
for (y = 1; y < 18; y++) {
for (x = 1; x < 16; x++) {
if ((_flag2[y][x] & 0x1c) == 0 && (_flag2[y][x + 1] & 0x1c) == 0 && (_flag2[y][x + 2] & 0x1c) == 0) {
if ((_flag1[y][x] & 0x14) == 0 && (_flag1[y][x + 1] & 0x14) == 0 && (_flag1[y][x + 2] & 0x14) == 0) {
if (_data[y][x] != 0 && _data[y][x + 1] != 0 && _data[y][x + 2] != 0) {
if (_data[y][x] == _data[y][x + 1] && _data[y][x] == _data[y][x + 2]) {
for (i= 0; i < 3;i++){
if ((_flag2[y][x + i] & CLEARCHECK) == 0) {
if ((_flag2[y][x+i] & CHAIN_flag1) == 0) {
_flag2[y][x+i] = _flag2[y][x+i] | CLEARCHECK;
}else {
_flag2[y][x + i] = _flag2[y][x + i] ^ CHAIN_flag1 ;
_flag2[y][x + i] = _flag2[y][x + i] | CHAIN_flag2 | CLEARCHECK;
if (_chainCheck == 0) {
_chainCheck++;
_chainCount++;
if (_maxchain < _chainCount) { _maxchain = _chainCount;}
if (_chainCount > 998) { _chainCount = 998; }
_chainPanels[_chainPanelcount]._num = _chainCount +1;
_chainPanels[_chainPanelcount]._x = x*24;
_chainPanels[_chainPanelcount]._y = y * 24;
_chainPanels[_chainPanelcount]._count = 0;
_chainPanels[_chainPanelcount]._visible = true;
_chainPanelcount = (_chainPanelcount + 1) % 20;
}
}
}
}
}
}
}
}
}
}
for (y = 1; y < 16; y++) {
for (x = 1; x < 18; x++) {
if ((_flag2[y][x] & 0x1c) == 0 && (_flag2[y + 1][x] & 0x1c) == 0 && (_flag2[y + 2][x] & 0x1c) == 0) {
if ((_flag1[y][x] & 0x14) == 0 && (_flag1[y + 1][x] & 0x14) == 0 && (_flag1[y + 2][x] & 0x14) == 0) {
if (_data[y][x] != 0 && _data[y + 1][x] != 0 && _data[y + 2][x] != 0) {
if (_data[y][x] == _data[y + 1][x] && _data[y][x] == _data[y + 2][x]) {
for (i = 0; i < 3;i++){
if ((_flag2[y + i][x] & CLEARCHECK) == 0) {
if ((_flag2[y+i][x] & CHAIN_flag1) == 0) {
_flag2[y+i][x] = _flag2[y+i][x] | CLEARCHECK;
}else {
_flag2[y + i][x] = _flag2[y + i][x] ^ CHAIN_flag1 ;
_flag2[y + i][x] = _flag2[y + i][x] | CHAIN_flag2 | CLEARCHECK;
if (_chainCheck == 0) {
_chainCheck++;
_chainCount++;
if (_maxchain < _chainCount) { _maxchain = _chainCount;}
if (_chainCount > 998) { _chainCount = 998; }
_chainPanels[_chainPanelcount]._num = _chainCount + 1;
_chainPanels[_chainPanelcount]._x = x * 24;
_chainPanels[_chainPanelcount]._y = y * 24;
_chainPanels[_chainPanelcount]._count = 0;
_chainPanels[_chainPanelcount]._visible = true;
_chainPanelcount = (_chainPanelcount + 1) % 20;
}
}
}
}
}
}
}
}
}
}
}
public function fall():void
{
var x:int;
var y:int;
for (x = 1; x < 18; x++){
if (_data[0][x] == 0) {
var r:int = Math.floor(Math.random() * 5) + 1;
while (_data[y + 1][x] == r || _data[y][x+1]==r) { r = Math.random() * 5+1;}
_data[0][x] = r
_flag2[0][x] = FALLFLAG|CHAIN_flag1|CHAIN_flag2;
}
}
for (y = 0; y < 18; y++) {
for (x = 0; x < 18; x++){
if (_fallwait[y][x] > 0) { _fallwait[y][x]--;}
}
}
for (y = 17; y >= 0; y--) {
for (x = 18; x > 0; x--){
if (_data[y][x] != 0) {
if ((_flag2[y][x] & 0x08) == 0){
if ((_flag2[y][x] & FALLFLAG) == 0){
if (_fallwait[y + 1][x] != 0) {
_flag2[y][x] = _flag2[y][x] | FALLFLAG;
_fallwait[y][x] = _fallwait[y + 1][x];
}else {
if (_data[y + 1][x] == 0){
_flag2[y][x] = _flag2[y][x] | FALLFLAG;
_fallwait[y][x] = 30;
}
}
}else {
if (_fallwait[y][x] == 0){
if (_fallwait[y + 1][x] == 0) {
if ((_flag2[y + 1][x] & FALLFLAG) == 0) {
if (_data[y + 1][x] == 0) {
_data[y + 1][x] = _data[y][x];
_flag1[y + 1][x] = _flag1[y][x];
_flag2[y + 1][x] = _flag2[y][x];
_data[y][x] = 0;
_flag1[y][x] = 0;
_flag2[y][x] = 0;
}else {
_flag2[y][x] = _flag2[y][x] & CHAIN_flag1;
_ballCount[y][x] = 0;
}
}else {
_flag2[y][x] = _flag2[y][x] | FALLFLAG;
_ballCount[y][x] = 0;
}
}else {
_fallwait[y][x] = _fallwait[y + 1][x];
}
}
}
}
}
}
}
}
}
class ChainPanel
{
public var _num:int;
public var _x:int;
public var _y:int;
public var _count:int;
public var _visible:Boolean = false;
public function ChainPanel()
{
_num = 0;
_x = 0;
_y = 0;
_count = 0;
}
public function move():void {
_y--;
_count++;
}
}
class Particle
{
public var x:Number;
public var y:Number;
public var vx:Number = 0;
public var vy:Number = 0;
public var vx2:Number = 0;
public var vy2:Number = 0;
public var color:uint;
public var _visible:Boolean = false;
public var count:int;
public function Particle()
{
}
}