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

forked from: forked from: You have no business (撃ち漏らし低減バージョン)

弾と対象の対応マップを設けて、弾が消えるときまで管理することで、
弾が他の対象にあたることによる撃ち漏らしを防ぐよ!
/**
 * Copyright amine2010 ( http://wonderfl.net/user/amine2010 )
 * MIT License ( http://www.opensource.org/licenses/mit-license.php )
 * Downloaded from: http://wonderfl.net/c/kUa1
 */

// forked from uwi's forked from: You have no business (撃ち漏らし低減バージョン)
// forked from uwi's You have no business
// 弾と対象の対応マップを設けて、弾が消えるときまで管理することで、
// 弾が他の対象にあたることによる撃ち漏らしを防ぐよ!
package {
    import flash.display.*;
    import flash.text.*;
    import flash.utils.*;
    import flash.events.*;
    import flash.geom.*;
    import flash.ui.Keyboard;
    
    // 弾を打って隕石を撃ち落とそう!
    // 左右キーとスペースキーで真ん中の砲台を操作できるよ!
    // 破壊すれば+100点、うちもらすと、弾ひとつにつき-50点だよ!
    // 心強い味方がついてくれてるから地球も安心だね!
    // 左側にいるのは最速破壊くんで、
    // 右側にいるのは最速発射くんだよ!
    [SWF(frameRate=60)]
    public class Test extends Sprite {
//        private var _tf : TextField;
        private var _batteries : Array; // 砲台
        private var _meteors : Array; // 隕石
        private var _bullets : Array; // 弾
        private var _explosions : Array; // 爆発
        private var _bmdMeteors : Array;
        private var _bmdBullets : Array;
        private var _bmdExplosions : Array;
        private var _canvas : BitmapData;
        private var _locked : Dictionary; // ロック済み隕石(弱参照)
        private var _targMap : Dictionary;
        
        private var _self : Battery;
        private var _tfScore : TextField;
        private var _tfScore2 : TextField;
  
        private var _time : Number = 0;
        private var _score : Number = 0;
        
        private var _keyLeft : Boolean = false;
        private var _keyRight : Boolean = false;
        private var _keyShoot : Boolean = false;
        
        public function Test() {
                var i : uint;
            
            graphics.beginFill(0x111111);
            graphics.drawRect(0, 0, stage.stageWidth, stage.stageHeight);
            graphics.endFill();
            
            var s : Shape = new Shape();
            var g : Graphics = s.graphics;
            
            // meteor
            _bmdMeteors = [];
            var matOff : Matrix = new Matrix();
            g.beginFill(0x993333);
            g.drawCircle(0, 0, 10);
            g.endFill();
            var sup : uint = 50;
            for(i = 0;i < sup;i++){
                matOff = new Matrix();
                matOff.rotate(2*Math.PI * i / sup);
                matOff.translate(10, 10);
                    var bmdMeteor : BitmapData = new BitmapData(21, 21, true, 0x00000000);
                    bmdMeteor.draw(s, matOff);
                    _bmdMeteors.push(bmdMeteor);
            }
            
            // bullet
            g.clear();
            g.beginFill(0xcccccc);
            g.drawRect(-5, -2, 10, 4);
            g.endFill();
            _bmdBullets = [];
            sup = 32;
            for(i = 0;i < sup;i++){
                matOff = new Matrix();
                matOff.rotate(2*Math.PI * i / sup);
                matOff.translate(5, 5);
                    var bmdBullet : BitmapData = new BitmapData(11, 11, true, 0x00000000);
                    bmdBullet.draw(s, matOff);
                    _bmdBullets.push(bmdBullet);
            }
            
            // explosion
            sup = 30;
            _bmdExplosions = [];
            for(i = 0;i < sup;i++){
                g.clear();
                g.beginFill(0xff0000);
                g.drawCircle(0, 0, i+3);
                g.endFill();
                
                g.beginFill(0xffffff);
                g.drawCircle(0, 0, i+1);
                g.endFill();
                
                matOff = new Matrix();
                matOff.translate(i + 3, i + 3);
                
                var bmdExplosion : BitmapData = new BitmapData((i + 3) * 2, (i + 3) * 2, true, 0x00000000);
                bmdExplosion.draw(s, matOff);
                _bmdExplosions.push(bmdExplosion);
            }
                
            _canvas = new BitmapData(465, 465, false, 0x111111);
            addChild(new Bitmap(_canvas));
            
            _batteries = [];
            var bat : Battery;
            
            bat = new Battery(15, 0.1, 1);
            addChild(bat); bat.x = 100; bat.y = 400;
            _batteries.push(bat);
            
            bat = new Battery(15, 0.1, 2); 
            addChild(bat); bat.x = 350; bat.y = 400;
            _batteries.push(bat);
            
            bat = new Battery(15, 0.1, 0); 
            addChild(bat); bat.x = 230; bat.y = 400;
            _batteries.push(bat);
            _self = bat;
            
             _meteors = [];
             _bullets = [];
             _explosions = [];
             _locked = new Dictionary(true);
             _targMap = new Dictionary(true);
            
            /*
            _tf = new TextField();
            _tf.width = 465;
            _tf.height = 465;
            _tf.textColor = 0xffffff;
            addChild(_tf);
            */
            
            _tfScore = new TextField();
            _tfScore.width = 150;
            _tfScore.height = 60;
            _tfScore.selectable = false;
            _tfScore.textColor = 0xeeeeee;
            _tfScore.x = 10;
            _tfScore.y = 410;
            _tfScore.defaultTextFormat = new TextFormat("Impact", 30);
            addChild(_tfScore);
            
            _tfScore2 = new TextField();
            _tfScore2.width = 150;
            _tfScore2.height = 60;
            _tfScore2.selectable = false;
            _tfScore2.textColor = 0xeeeeee;
            _tfScore2.x = 10;
            _tfScore2.y = 310;
            _tfScore2.defaultTextFormat = new TextFormat("Impact", 30);
            addChild(_tfScore2);
            
            addEventListener(Event.ENTER_FRAME, onEnterFrame);
            stage.addEventListener(KeyboardEvent.KEY_DOWN, onKeyDown);
            stage.addEventListener(KeyboardEvent.KEY_UP, onKeyUp);
        }
        
        private function onEnterFrame(e : Event) : void
        {
                makeMeteor();
                algo();
                move();
                render();
                _time++;
        }
        
        private function onKeyDown(e : KeyboardEvent) : void
        {
                if(e.keyCode == Keyboard.LEFT){
                    _keyLeft = true;
                }
                if(e.keyCode == Keyboard.RIGHT){
                    _keyRight = true;
                }
                if(e.keyCode == Keyboard.SPACE){
                    _keyShoot = true;
                }
        }
        
        private function onKeyUp(e : KeyboardEvent) : void
        {
                if(e.keyCode == Keyboard.LEFT){
                    _keyLeft = false;
                }
                if(e.keyCode == Keyboard.RIGHT){
                    _keyRight = false;
                }
                if(e.keyCode == Keyboard.SPACE){
                    _keyShoot = false;
                }
        }
        
        private function makeMeteor() : void
        {
                if(_time % 3 == 0){
                    _meteors.push(
                        new Meteor(Math.random() * 465, -10, (Math.random() - 0.5) * 3, (Math.random() -0.5) * 2, 10, Math.random() * 2 * Math.PI, (Math.random() - 0.5) * 0.2)
                        );
                }
        }
        
        private function algo() : void
        {
                for each(var bat : Battery in _batteries){
                    if(bat.algoType == 1){
                        algoFastestDestruction(bat);
                    }else if(bat.algoType == 2){
                        algoFastestShoot(bat);
                    }
                }
        }
        
        // 最速破壊アルゴリズム
        private function algoFastestDestruction(bat : Battery) : void
        {
                var G : Number = 0.2;
            var minu : int = 50;
            var mint : uint = 999;
            var minsg : int = 0;
            var targ : Meteor = null;
            for each(var m : Meteor in _meteors){
                if(_locked[m])continue;
                for(var sg : int = -1;sg <= 1;sg++){
                    var omega : Number = bat.omega * sg;
                    for(var t : int = 0;t <= minu;t++){
                        var c : Number = Math.cos(bat.theta + omega * t);
                        var s : Number = Math.sin(bat.theta + omega * t);
                        var Ax : Number = -(- bat.vBullet * c + m.vx);
                        var Ay : Number = -(G * t - bat.vBullet * s + m.vy);
                        var Bx : Number = - bat.vBullet * c * t + bat.x + 20 * c - m.xx;
                        var By : Number = G * t * t / 2 - bat.vBullet * s * t + bat.y + 20 * s - m.xy;
                        
                        var ip : Number = Ax * Bx + Ay * By;
                        if(ip > 0)continue;
//                                var cr2 : Number = (5 + m.r) * (5 + m.r);
                        var cr2 : Number = m.r * m.r;
                        var D : Number = ip*ip - (Ax*Ax+Ay*Ay)*(Bx*Bx+By*By-cr2);
                        if(D < 0)continue;
                        
                        var u : int = Math.ceil((-ip + Math.sqrt(D)) / (Ax*Ax+Ay*Ay));
//                                var u : int = Math.ceil(-ip / (Ax*Ax+Ay*Ay));
//                        _tf.appendText("" + t + "\t" + u + "\n");
                        if(t <= u && u < minu){
                            minu = u;
                            mint = t;
                            minsg = sg;
                            targ = m;
                        }
                    }
                }
            }
        
            if(mint <= 0){
                _locked[targ] = bat;
                var bl : Bullet = bat.shoot();
                _targMap[bl] = targ;
                _bullets.push(bl);
            }else{
                bat.rotate(minsg);
            }
        }
        
        // 最速発射アルゴリズム
        private function algoFastestShoot(bat : Battery) : void
        {
                var G : Number = 0.2;
            var mint : uint = 50;
            var minsg : int = 0;
            var targ : Meteor = null;
            for each(var m : Meteor in _meteors){
                if(_locked[m])continue;
                for(var sg : int = -1;sg <= 1;sg++){
                    var omega : Number = bat.omega * sg;
                    for(var t : int = 0;t <= mint;t++){
                        var c : Number = Math.cos(bat.theta + omega * t);
                        var s : Number = Math.sin(bat.theta + omega * t);
                        var Ax : Number = -(- bat.vBullet * c + m.vx);
                        var Ay : Number = -(G * t - bat.vBullet * s + m.vy);
                        var Bx : Number = - bat.vBullet * c * t + bat.x + 20 * c - m.xx;
                        var By : Number = G * t * t / 2 - bat.vBullet * s * t + bat.y + 20 * s - m.xy;
                        
                        var ip : Number = Ax * Bx + Ay * By;
                        if(ip > 0)continue;
//                                var cr2 : Number = (5 + m.r) * (5 + m.r);
                        var cr2 : Number = m.r * m.r;
                        var D : Number = ip*ip - (Ax*Ax+Ay*Ay)*(Bx*Bx+By*By-cr2);
                        if(D < 0)continue;
                        
                        if(t < mint){
                            mint = t;
                            minsg = sg;
                            targ = m;
                            break;
                        }
                    }
                }
            }
        
            if(mint <= 0){
                _locked[targ] = bat;
                var bl : Bullet = bat.shoot();
                _targMap[bl] = targ;
                _bullets.push(bl);
            }else{
                bat.rotate(minsg);
            }
        }
        
        private static function removeElement(a : Array, ind : uint) : Array
        {
                if(ind == a.length - 1){
                    a.pop();
                }else{
                    a[ind] = a.pop();
                }
                return a;
        }
        
        private function move() : void
        {
                var i : int;
                // meteor
                for(i = _meteors.length - 1;i >= 0;i--){
                    var m : Meteor = _meteors[i];
                    m.step();
                    if(m.xy > 465 + 10 || m.xx < -10 || m.xx > 465 + 10){
                        removeElement(_meteors, i);
                    }
                }
                
                // bullet
                for(i = _bullets.length - 1;i >= 0;i--){
                    var b : Bullet = _bullets[i];
                    b.step();
                    if(b.xy > 465 + 10 || b.xy < -10 || b.xx < -10 || b.xx > 465 + 10){
                        _score -= 50;
                        removeElement(_bullets, i);
                        continue;
                    }
                    for(var j : int = _meteors.length - 1;j >= 0;j--){
                        m = _meteors[j]; 
                        if((m.xx - b.xx) * (m.xx - b.xx) + (m.xy - b.xy) * (m.xy - b.xy) <= (m.r + b.r) * (m.r + b.r)){
                            removeElement(_bullets, i);
                            removeElement(_meteors, j);
                            if(_targMap[b] != m){
                                _locked[_targMap[b]] = null;
                            }
                            _explosions.push(new Explosion(m.xx, m.xy));
                            _score += 100;
                            break;
                        }
                    }
                }
                
                // explosion
                for(i = _explosions.length - 1;i >= 0;i--){
                    var e : Explosion = _explosions[i];
                    e.t++;
                    if(e.t == 30){
                        removeElement(_explosions, i);
                    }
                }
                
                // self
                if(_keyLeft)_self.rotate(-1);
                if(_keyRight)_self.rotate(1);
                if(_keyShoot)_bullets.push(_self.shoot());
        }
        
        private function render() : void
        {
                var ind : uint;
                _tfScore.text = "" + _score;
            
                _canvas.lock();
                
                _canvas.fillRect(_canvas.rect, 0x111111);
                
                // meteor
                for each(var m : Meteor in _meteors){
                    ind = ((uint(m.rot / (2 * Math.PI) * 50) % 50) + 50) % 50;
                    _canvas.copyPixels(
                        _bmdMeteors[ind],
                        _bmdMeteors[0].rect,
                        new Point(m.xx - _bmdMeteors[0].width/2, m.xy - _bmdMeteors[0].height / 2)
                        );
                }
                 
                 // bullet
                 var sup : uint = 32;
                for each(var b : Bullet in _bullets){
                    var theta : Number = Math.atan2(b.vy, b.vx);
                    ind = ((uint(theta / (2 * Math.PI) * sup) % sup) + sup) % sup;
                _canvas.copyPixels(
                        _bmdBullets[ind],
                        _bmdBullets[0].rect,
                        new Point(b.xx - _bmdBullets[0].width/2, b.xy - _bmdBullets[0].height / 2)
                        );
                }
                
                // explosion
                for each(var e : Explosion in _explosions){
                    ind = e.t;
                    var be : BitmapData = _bmdExplosions[ind];
                    _canvas.copyPixels(be, be.rect, new Point(e.xx - be.width / 2, e.xy - be.height / 2));
                }
                
                _canvas.unlock();
        }
        
        /*
        private function tr(...o : Array) : void
        {
            _tf.appendText(o + "\n");
        }
        */
    }
}

import flash.display.*;

class Bullet
{
    public var xx : Number;
    public var xy : Number;
    public var vx : Number;
    public var vy : Number;
    public var r : Number;
    
    public function Bullet(xx : Number, xy : Number, vx : Number, vy : Number, r : Number)
    {
        this.xx = xx; this.xy = xy;
        this.vx = vx; this.vy = vy;
        this.r = r;
    }
    
    public function step() : void
    {
        xx += vx; xy += vy;
        vy += 0.2;
    }
}

class Meteor extends Bullet
{
    public var rot : Number;
    public var omega : Number;
    
    public function Meteor(xx : Number, xy : Number, vx : Number, vy : Number, r : Number, rot : Number, omega : Number)
    {
        super(xx, xy, vx, vy, r);
        this.rot = rot;
        this.omega = omega;
    }
}

class Battery extends Sprite
{
    public var theta : Number;
    private var _head : Shape;
    public var vBullet : Number;
    public var omega : Number;
    public var algoType : uint;
    
    public function Battery(vBullet : Number, omega : Number, algoType : uint)
    {
        super();
        
        this.vBullet = vBullet;
        this.omega = omega;
        this.algoType = algoType;
        
        var g : Graphics = graphics;
        g.beginFill(0x999999);
        g.drawCircle(0, 0, 10);
        g.endFill();
        
        /*    
        g.beginFill(0x111111);
        g.drawRect(-10, 0, 20, 10);
        g.endFill();
        */
        
        _head = new Shape();
        _head.graphics.beginFill(0x999999);
        _head.graphics.drawRect(5, -2, 15, 4);
        _head.graphics.endFill();
        
        addChild(_head);
        
        Theta = -Math.PI / 2;
    }
    
    public function set Theta(val:Number) : void { theta = val; _head.rotation = theta * 180 / Math.PI; }
    
    public function shoot() : Bullet
    {
        var c : Number = Math.cos(theta);
        var s : Number = Math.sin(theta);
        return new Bullet(
            x + 20 * c, y + 20 * s,
            vBullet * c, vBullet * s,
            5);
    }
    
    public function rotate(sg : int) : void
    {
        Theta = theta + omega * sg;
    }
}

class Explosion
{
    public var xx : Number;
    public var xy : Number;
    public var t : uint;
    
    public function Explosion(xx : Number, xy : Number) : void
    {
        this.xx = xx; this.xy = xy;
        t = 0;
    }
}