forked from: Super Express
It was a tricky task to scroll seamless mountains.
Click to see how it works.
繋ぎ目のない山を無限スクロールさせるのにちょっと悩みました。
クリックでどうなってるのかネタバレします。
架線柱のティアリングがひどいなあ……。
/**
* Copyright hacker_m__h35dj ( http://wonderfl.net/user/hacker_m__h35dj )
* MIT License ( http://www.opensource.org/licenses/mit-license.php )
* Downloaded from: http://wonderfl.net/c/leZC
*/
// forked from k0rin's Super Express
// It was a tricky task to scroll seamless mountains.
// Click to see how it works.
// 繋ぎ目のない山を無限スクロールさせるのにちょっと悩みました。
// クリックでどうなってるのかネタバレします。
// 架線柱のティアリングがひどいなあ……。
package {
import flash.display.*;
import flash.events.*;
import flash.geom.*;
[SWF(width = "465", height = "465", frameRate = "40")]
public class Main extends Sprite
{
public static const WIDTH:Number = 465;
public static const HEIGHT:Number = 465;
private var debug:Boolean = false;
private var entities:Vector.<Entity> = new Vector.<Entity>();
public function Main():void
{
// 空を描画
var matrix:Matrix = new Matrix();
matrix.createGradientBox(WIDTH, HEIGHT, Math.PI / 2);
graphics.beginGradientFill(GradientType.LINEAR, [0xD5E1FB, 0xFFFFFF], null, [0, 128], matrix);
graphics.drawRect(0, 0, WIDTH, HEIGHT);
graphics.endFill();
var fogR:Number = 116;
var fogG:Number = 126;
var fogB:Number = 143;
var mountainR:Number = 23;
var mountainG:Number = 21;
var mountainB:Number = 32;
const NUMBER_OF_MOUNTAINS:int = 4;
for (var i:int = 0; i < NUMBER_OF_MOUNTAINS; i++) {
var blend:Number = i / (NUMBER_OF_MOUNTAINS - 1);
var _r:Number = lerp(fogR, mountainR, blend);
var _g:Number = lerp(fogG, mountainG, blend);
var _b:Number = lerp(fogB, mountainB, blend);
var baseHeight:Number = HEIGHT / 2 + i * 25;
var color:uint = (_r << 16) | (_g << 8) | _b;
var mountain:Mountain = new Mountain(-Math.pow(i + 1, 2), baseHeight, color);
entities.push(addChild(mountain));
}
entities.push(addChild(new PoleAndWire()));
entities.push(addChild(new Tunnel()));
var outline:Shape = new Shape();
var g:Graphics = outline.graphics;
g.lineStyle(1, 0x808080);
g.drawRect( -1, -1, WIDTH + 2, HEIGHT + 2);
addChild(outline);
restoreFilters(debug);
stage.addEventListener(MouseEvent.CLICK, clickHandler);
addEventListener(Event.ENTER_FRAME, enterFrameHandler);
}
private function clickHandler(e:MouseEvent):void
{
debug = !debug;
var matrix:Matrix = new Matrix();
if (debug) {
// transformで表示領域外を確認。お手軽でいいと思う。
matrix.scale(0.2, 0.2);
matrix.translate(WIDTH * 0.4, HEIGHT * 0.4);
}
transform.matrix = matrix;
restoreFilters(debug);
}
private function restoreFilters(debug:Boolean):void
{
for each (var entity:Entity in entities)
{
entity.restoreFilter(debug);
}
}
private function enterFrameHandler(e:Event):void
{
for each (var entity:Entity in entities)
{
entity.update();
}
}
}
}
import flash.display.*;
import flash.filters.BlurFilter;
import flash.filters.GlowFilter;
import flash.geom.Matrix;
class Entity extends Sprite
{
public function update():void { };
public function restoreFilter(debug:Boolean):void { };
}
class Mountain extends Entity
{
private var heightMap:Vector.<Number> = new Vector.<Number>();
private const SEGMENT_LENGTH:Number = 10;
private var baseHeight:Number;
private var color:uint;
private var speed:Number;
function Mountain(speed:Number, baseHeight:Number, color:uint)
{
this.baseHeight = baseHeight;
this.color = color;
this.speed = speed;
generateHeightMap();
createShape();
}
public override function update():void
{
x += speed;
if (x < -(width - Main.WIDTH)) {
var removeSegmentNumber:int = (width - Main.WIDTH) / SEGMENT_LENGTH;
heightMap.splice(0, removeSegmentNumber);
x += removeSegmentNumber * SEGMENT_LENGTH;
generateHeightMap();
createShape();
}
}
private function generateHeightMap():void
{
// 再帰で分割していく
divide(baseHeight, baseHeight, 0, 200);
function divide(left:Number, right:Number, depth:int, offset:Number):void
{
if (depth < 6) {
var half:Number = (left + right) / 2 + rnd( -offset / 2, offset / 2);
divide(left, half, depth + 1, offset / 2);
divide(half, right, depth + 1, offset / 2);
} else {
// 十分に分割したら順番に書き出し
heightMap.push(left);
}
}
}
private function createShape():void
{
var g:Graphics = graphics;
g.clear();
g.beginFill(color);
g.moveTo(0, Main.HEIGHT);
for (var i:int = 0; i < heightMap.length; i++) {
g.lineTo(i * SEGMENT_LENGTH, heightMap[i]);
}
g.lineTo((i - 1) * SEGMENT_LENGTH, Main.HEIGHT);
g.endFill();
// デバッグ表示
g.lineStyle(1, color);
g.moveTo(0, heightMap[0]);
g.lineTo(0, Main.HEIGHT * 2);
}
}
const SPEED:Number = 80;
class PoleAndWire extends Entity
{
private const SPACING:Number = Main.WIDTH * 5;
private const POLE_THICK:Number = 40;
private const WIRE_TOP:Number = 20;
private const WIRE_BOTTOM:Number = 100;
function PoleAndWire()
{
var g:Graphics = graphics;
g.beginFill(0x333344);
g.drawRect(-POLE_THICK / 2, 0, POLE_THICK, Main.HEIGHT);
g.endFill();
g.lineStyle(1, 0x222233);
g.moveTo(POLE_THICK / 2, WIRE_TOP);
g.curveTo(SPACING / 2, WIRE_BOTTOM, SPACING - POLE_THICK, WIRE_TOP);
g.moveTo(-POLE_THICK / 2, WIRE_TOP);
g.curveTo(-SPACING / 2, WIRE_BOTTOM, -SPACING + POLE_THICK, WIRE_TOP);
x = (SPACING + Main.WIDTH) / 2;
}
public override function update():void
{
x -= SPEED;
if (x < (-SPACING + Main.WIDTH) / 2) {
x += SPACING;
}
}
public override function restoreFilter(debug:Boolean):void
{
filters = debug ? null : [ new BlurFilter(80, 0, 1) ];
}
}
class Tunnel extends Entity
{
// |ENTRANCE|SPACE|LIGHT|SPACE|ENTRANCE|
// ^ origin
private const LIGHT:Number = 100;
private const SPACE:Number = Main.WIDTH * 1.4;
private const ENTRANCE:Number = Main.WIDTH * 1.5;
private const WIDTH:Number = LIGHT + SPACE * 2 + ENTRANCE * 2;
private const ENTRANCE_COLOR:uint = 0x888899;
private const DARKNESS_COLOR:uint = 0x0A0908;
private const LIGHT_COLOR:uint = 0xFFF0E0;
private var lightCount:int;
private var light:Shape;
function Tunnel()
{
var g:Graphics = graphics;
var matrix:Matrix = new Matrix();
matrix.createGradientBox(ENTRANCE, Main.HEIGHT);
g.beginGradientFill(GradientType.LINEAR, [ENTRANCE_COLOR, DARKNESS_COLOR], null, [0, 255], matrix);
g.drawRect(0, 0, ENTRANCE, Main.HEIGHT);
matrix.createGradientBox(ENTRANCE, Main.HEIGHT, 0, WIDTH - ENTRANCE, 0);
g.beginGradientFill(GradientType.LINEAR, [DARKNESS_COLOR, ENTRANCE_COLOR], null, [0, 255], matrix);
g.drawRect(WIDTH - ENTRANCE, 0, ENTRANCE, Main.HEIGHT);
g.endFill();
g.beginFill(DARKNESS_COLOR);
g.drawRect(ENTRANCE, 0, LIGHT + SPACE * 2, Main.HEIGHT);
g.endFill();
light = new Shape();
light.graphics.beginFill(LIGHT_COLOR);
light.graphics.drawRect(WIDTH / 2, Main.HEIGHT * 0.55, LIGHT, 20);
light.graphics.endFill();
addChild(light);
prepareNextTunnel();
// 最初のトンネルまでは定距離にする。
x = SPEED * 600;
}
public override function update():void
{
x -= SPEED;
if (x < -(WIDTH - ENTRANCE - Main.WIDTH)) {
if (--lightCount >= 0) {
// ライトをループ
x += SPACE * 2 + LIGHT - Main.WIDTH;
trace(length);
}
}
if (x < -WIDTH * 2) {
prepareNextTunnel();
}
}
public override function restoreFilter(debug:Boolean):void
{
filters = debug ? null : [ new BlurFilter(80, 0, 1) ];
light.filters = debug ? null : [ new GlowFilter(0xFF8000, 1, 50, 50, 3, 4) ];
}
private function prepareNextTunnel():void
{
x = SPEED * rnd(300, 1500);
lightCount = rnd(6, 60);
}
}
// 線形補間
function lerp(n0:Number, n1:Number, p:Number):Number
{
return n0 * (1 - p) + n1 * p;
}
// [min, max)の乱数を取得
function rnd(min:Number, max:Number):Number
{
return min + Math.random() * (max - min);
// return lerp(min, max, Math.random());
}