Game LaserShield
LaserShield.as
Control the red box and avoid lasers with the shield.
<Operation>
Movement: Mouse
Shield : Click
/**
* Copyright tananuka13 ( http://wonderfl.net/user/tananuka13 )
* MIT License ( http://www.opensource.org/licenses/mit-license.php )
* Downloaded from: http://wonderfl.net/c/m5dt
*/
// forked from ABA's LaserShield
// LaserShield.as
// Control the red box and avoid lasers with the shield.
// <Operation>
// Movement: Mouse
// Shield : Click
package {
import flash.display.Sprite;
[SWF(width="465", height="465", backgroundColor="0x000000", frameRate="30")]
public class LaserShield extends Sprite { public function LaserShield() { main = this; initialize(); } }
}
import flash.display.*;
import flash.geom.*;
import flash.text.*;
import flash.events.*;
const SCREEN_WIDTH:int = 465, SCREEN_HEIGHT:int = 465, GAME_OVER_DURATION:int = 50;
var main:Sprite, screen:BitmapData = new BitmapData(SCREEN_WIDTH, SCREEN_HEIGHT, false, 0);
var scoreField:TextField = new TextField, messageField:TextField = new TextField;
var isInGame:Boolean, score:int, ticks:int, laserTicks:int, isMousePressed:Boolean;
// Initialize UIs.
function initialize():void {
main.addChild(new Bitmap(screen));
main.stage.addEventListener(MouseEvent.MOUSE_DOWN, function(e:Event):void { isMousePressed = true; } );
main.stage.addEventListener(MouseEvent.MOUSE_UP , function(e:Event):void { isMousePressed = false; } );
scoreField = createTextField(SCREEN_WIDTH - 100, 0, 100, 24, 0xff6666, TextFormatAlign.RIGHT);
messageField = createTextField(SCREEN_WIDTH - 256, SCREEN_HEIGHT / 2, 256, 36, 0xff6666);
main.addChild(scoreField); main.addChild(messageField);
startGameOver(); ticks = GAME_OVER_DURATION; main.addEventListener(Event.ENTER_FRAME, update);
}
// Update the game frame.
function update(event:Event):void {
screen.fillRect(screen.rect, 0);
if (isInGame) Player.update();
else if (isMousePressed && ticks > GAME_OVER_DURATION) startGame();
if (!isInGame && ticks == GAME_OVER_DURATION) {
messageField.text = "LaserShield"; lasers = null; lasers = new Vector.<Laser>;
}
ticks++; laserTicks--; if (laserTicks <= 0) addLaser();
for (var i:int = 0; i < lasers.length; i++) if (!lasers[i].update()) { lasers.splice(i, 1); i--; }
}
// Lasers.
var lasers:Vector.<Laser>;
class Laser {
public var pos:Vector3D = new Vector3D, length:int, vel:Number = 3.0 + rand() * 3.0;
public var angle:Number = rand() * PI * 2, angleVel:Number = rand() * 0.2 - 0.1;
public function update():Boolean {
p.x = pos.x; p.y = pos.y;
for (var i:int = 0; i < length; i++) {
if (isInGame && isMousePressed && Player.shieldEnergy > 0 &&
Vector3D.distance(p, Player.pos) <= Player.SHIELD_RADIUS) {
scoreField.text = String(score++); length = i; break;
} else if (isInGame && (!isMousePressed || Player.shieldEnergy <= 0) &&
Vector3D.distance(p, Player.pos) <= 20.0) startGameOver();
rect.x = p.x - 4; rect.y = p.y - 4; rect.width = rect.height = 9;
screen.fillRect(rect, 0x0000ff);
rect.x = p.x - 2; rect.y = p.y - 2; rect.width = rect.height = 5;
screen.fillRect(rect, 0x0088ff);
p.x += sin(angle) * 7.0; p.y += cos(angle) * 7.0;
if (p.x < 0 || p.x >= SCREEN_WIDTH || p.y < 0 || p.y >= SCREEN_HEIGHT * 3) { length = i; break; }
}
angle += angleVel; pos.y += vel; length++;
if (pos.y < SCREEN_HEIGHT) length++;
else length -= 3;
return (length >= 0);
}
}
function addLaser():void {
var l:Laser = new Laser; l.pos.x = rand() * SCREEN_WIDTH;
lasers.push(l); laserTicks = (25 + rand() * 50) * 2000 / (2000 + ticks);
}
// Player.
class Player {
public static const SHIELD_RADIUS:Number = 48.0;
public static var pos:Vector3D = new Vector3D, shieldEnergy:Number;
public static function update():void {
pos.x = main.stage.mouseX; pos.y = main.stage.mouseY;
rect.x = pos.x - 9; rect.y = pos.y - 9; rect.width = rect.height = 19;
screen.fillRect(rect, 0xff4444);
if (isMousePressed && shieldEnergy > 0) {
var a:Number = ticks * 0.05; rect.width = rect.height = 7;
for (var i:int = 0; i < 32; i++) {
rect.x = pos.x + sin(a) * SHIELD_RADIUS - 3; rect.y = pos.y + cos(a) * SHIELD_RADIUS - 3;
screen.fillRect(rect, int(shieldEnergy * 2 + 50) * 0x10000 + 0xff); a += PI / 16;
}
shieldEnergy -= (1.0 + ticks / 1000); if (shieldEnergy < 0) shieldEnergy = 0;
}
if (!isMousePressed) {
shieldEnergy += 5.0; if (shieldEnergy > 100.0) shieldEnergy = 100.0;
}
rect.x = pos.x; rect.y = pos.y + 15; rect.width = shieldEnergy; rect.height = 10;
screen.fillRect(rect, int(shieldEnergy * 2 + 50) * 0x10000 + 0x88ff);
}
}
// Handle the game lifecycle.
function startGame():void {
isInGame = true; lasers = null; lasers = new Vector.<Laser>; messageField.text = "";
scoreField.text = String(score = 0); ticks = 0; Player.shieldEnergy = 100.0;
}
function startGameOver():void {
isInGame = false; messageField.text = "GAME OVER"; isMousePressed = false; ticks = 0;
}
// Utility functions and variables.
var rect:Rectangle = new Rectangle, p:Vector3D = new Vector3D;
var rand:Function = Math.random, sin:Function = Math.sin, cos:Function = Math.cos, PI:Number = Math.PI;
function createTextField(x:int, y:int, width:int, size:int, color:int, align:String = TextFormatAlign.LEFT):TextField {
var fm:TextFormat = new TextFormat, fi:TextField = new TextField;
fm.font = "_typewriter"; fm.bold = true; fm.size = size; fm.color = color; fm.align = align;
fi.defaultTextFormat = fm; fi.x = x; fi.y = y; fi.width = width; fi.selectable = false;
return fi;
}