beanball
/**
* Copyright ABA ( http://wonderfl.net/user/ABA )
* MIT License ( http://www.opensource.org/licenses/mit-license.php )
* Downloaded from: http://wonderfl.net/c/mgKj
*/
package {
import flash.display.Sprite;
[SWF(width="465", height="465", backgroundColor="0", frameRate="30")]
public class Main extends Sprite {
public const WIDTH:int = 465, HEIGHT:int = 465;
public function Main() { main = this; initializeFirst(); }
}
}
class Actor {
public static function update(s:*):void {
for (var i:int = 0; i < s.length; i++) if (!updateActor(s[i])) s.splice(i--, 1);
}
public static function updateActor(a:*):Boolean {
var f:Boolean = a.update();
a.moveAndDraw();
return f;
}
public var pos:Vec = new Vec, vel:Vec = new Vec;
public var shape:Polyline, isVAngleShape:Boolean = false;
public function trail(intensity:Number = 3):void {
Particle.add(pos, shape.color, 64, intensity, 0.2 * intensity, vangle + PI);
}
public function explode(intensity:Number = 20):void {
Particle.add(pos, shape.color, 128, intensity);
}
private function moveAndDraw():void {
pos.incrementBy(vel);
if (shape) {
if (isVAngleShape) shape.angle = vangle;
shape.draw(pos);
}
}
public function get vangle():Number { return atan2(vel.x, vel.y); }
public function get vspeed():Number { return vel.length; }
}
//----------------------------------------------------------------
var score:int, ticks:int;
var isRewinding:Boolean, isReplaying:Boolean;
function initialize():void {
Ball.s = new Vector.<Ball>;
}
function start():void {
initializeGameStates();
player = new Player;
isRewinding = isReplaying = false;
initialize();
score = 0;
}
function gameover():void {
player = null;
ticks = 0;
isRewinding = isReplaying = false;
wasClicked = wasReleased = false;
}
var rect:Rectangle = new Rectangle;
var wasClicked:Boolean, wasReleased:Boolean;
function update():void {
sc.drawText(String(score), sc.size.x - 40, 20);
if (!player) {
sc.drawText("beanball", sc.center.x, sc.center.y - 20);
sc.drawText("click to start", sc.center.x, sc.center.y + 20);
if (mouse.isPressing) {
if (wasReleased) wasClicked = true;
} else {
if (wasClicked) start();
wasReleased = true;
}
Ball.update();
return;
}
if (player.rewindEnergy > 0) {
rect.x = 40; rect.y = 10;
rect.width = player.rewindEnergy; rect.height = 10;
bd.fillRect(rect, 0xff00ff00);
} else {
rect.x = 40 + player.rewindEnergy; rect.y = 10;
rect.width = -player.rewindEnergy; rect.height = 10;
bd.fillRect(rect, 0xffff0000);
}
if (mouse.isPressing && player.rewindEnergy > -30) {
rewind();
player.isDestroyed = false;
} else {
if (player.isDestroyed) {
player.shape.draw(player.pos);
for each (var b:Ball in Ball.s) b.shape.draw(b.pos);
return;
}
isRewinding = false;
replay();
}
Actor.updateActor(player);
Ball.update();
if (!player) return;
if (!isRewinding) record();
ticks++;
}
class Ball extends Actor {
public static var s:Vector.<Ball>;
public static var appTicks:Number = 0, aa:Number = 0;
public static function update():void {
if (!isRewinding && !isReplaying) {
if (--appTicks <= 0) {
var ap:Vec = new Vec;
ap.xy = sc.center;
ap.addAngle(aa, sc.center.x * 1.4);
aa += rand.n(2) * rand.n(2) * rand.n(2) * rand.n(2) * 0.5 * rand.pm();
var a:Number;
if (player) a = ap.angle(player.pos);
else a = ap.angle(sc.center);
a += rand.n(0.2, -0.1);
var sp:Number = 5 + rand.n(2) * rand.n(2) * rand.n(2) * rand.n(2);
s.push(new Ball(ap, a, sp));
appTicks += rand.i(20 / sqrt(ticks * 0.005 + 1), 1);
if (player) score++;
}
}
Actor.update(s);
}
function Ball(p:Vec = null, a:Number = 0, s:Number = 0) {
shape = new Polyline(10, 20).tri().clr(Color.red);
if (p == null) return;
pos.xy = p;
vel.addAngle(a, s);
shape.angle = a;
}
private var ofs:Vec = new Vec;
public function update():Boolean {
if (isRewinding) return true;
trail();
if (player) {
ofs.xy = pos;
ofs.decrementBy(player.pos);
ofs.rotate(player.angle);
if (abs(ofs.x) < 50 && abs(ofs.y) < 10) player.destroy();
}
return sc.isIn(pos, sc.size.x);
}
public function clone(b:Ball):void {
b.pos.xy = pos;
b.vel.xy = vel;
b.shape.angle = b.vangle;
}
}
var player:Player;
class Player extends Actor {
public var isDestroyed:Boolean;
public var angle:Number = 0;
public var rewindEnergy:Number = 100;
function Player() {
shape = new Polyline(100, 10).box().clr(Color.green);
pos.xy = sc.center;
}
private const ANGLE_VEL:Number = 0.2;
public function update():void {
if (isRewinding) {
rewindEnergy--;
return;
}
rewindEnergy += 0.2;
if (rewindEnergy > 100) rewindEnergy = 100;
var a:Number = pos.angle(mouse.pos);
var d:Number = pos.distance(mouse.pos);
if (d > 10) d = 10;
if (d > 2) {
var oa:Number = a + PI / 2 - angle;
oa %= PI2;
if (oa < 0) oa += PI2;
if (oa > PI / 2 && oa < PI / 2 * 3) {
oa -= PI;
if (oa < 0) oa += PI2;
}
if (oa < ANGLE_VEL || oa > PI2 - ANGLE_VEL) angle = a + PI / 2;
else if (oa < PI) angle += ANGLE_VEL;
else angle -= ANGLE_VEL;
}
trail(d);
pos.addAngle(a, d);
shape.angle = angle;
}
public function clone(p:Player):void {
p.pos.xy = pos;
p.angle = p.shape.angle = angle;
}
public function destroy():void {
if (isDestroyed) return;
isDestroyed = true;
if (rewindEnergy <= 0) {
explode(100);
gameover();
} else {
Message.addOnce("hold a button to rewind", pos);
}
}
}
class GameState {
public var player:Player;
public var balls:Vector.<Ball>;
}
const STATE_SIZE:int = 30 * 10;
var gameStates:Vector.<GameState> = new Vector.<GameState>(STATE_SIZE);
var stateIndex:int, latestStateIndex:int, startStateIndex:int;
function initializeGameStates():void {
for (var i:int = 0; i < STATE_SIZE; i++) {
gameStates[i] = new GameState;
}
stateIndex = latestStateIndex = startStateIndex = 0;
}
function record():void {
var gs:GameState = gameStates[stateIndex];
gs.player = new Player;
player.clone(gs.player);
if (isReplaying) return;
gs.balls = new Vector.<Ball>
for each (var b:Ball in Ball.s) {
var cb:Ball = new Ball;
b.clone(cb);
gs.balls.push(cb);
}
if (++stateIndex >= STATE_SIZE) stateIndex = 0;
latestStateIndex = stateIndex;
if (stateIndex == startStateIndex) {
startStateIndex = stateIndex + 1;
if (startStateIndex >= STATE_SIZE) startStateIndex = 0;
}
}
function rewind():void {
if (stateIndex == startStateIndex) {
isRewinding = false;
return;
}
isRewinding = true;
if (--stateIndex < 0) stateIndex = STATE_SIZE - 1;
cloneState();
}
function replay():void {
if (stateIndex == latestStateIndex) {
isReplaying = false;
return;
}
isReplaying = true;
cloneState();
if (++stateIndex >= STATE_SIZE) stateIndex = 0;
}
function cloneState():void {
var gs:GameState = gameStates[stateIndex];
if (isRewinding) gs.player.clone(player);
Ball.s = new Vector.<Ball>;
for each (var b:Ball in gs.balls) {
var cb:Ball = new Ball;
b.clone(cb);
Ball.s.push(cb);
}
}
//----------------------------------------------------------------
import flash.display.*;
import flash.geom.*;
import flash.filters.*;
import flash.events.*;
import flash.text.*;
var main:Main, bd:BitmapData, blurBd:BitmapData;
var blurFilter:BlurFilter;
var sc:Screen;
var mouse:Mouse;
function initializeFirst():void {
sc = new Screen;
bd = new BitmapData(sc.size.x, sc.size.y);
blurBd = new BitmapData(sc.size.x, sc.size.y);
blurFilter = new BlurFilter(5, 5);
main.addChild(new Bitmap(new BitmapData(sc.size.x, sc.size.y, false, 0)));
main.addChild(new Bitmap(blurBd));
mouse = new Mouse(main.stage);
initialize();
main.addEventListener(Event.ENTER_FRAME, updateFrame);
}
var zeroPoint:Point = new Point;
function updateFrame(event:Event):void {
bd.lock();
bd.fillRect(bd.rect, 0);
update();
Actor.update(Particle.s);
Actor.update(Message.s);
bd.unlock();
blurBd.lock();
blurBd.copyPixels(bd, bd.rect, zeroPoint);
blurBd.applyFilter(blurBd, blurBd.rect, zeroPoint, blurFilter);
blurBd.copyPixels(bd, bd.rect, zeroPoint, null, null, true);
blurBd.unlock();
}
class Vec extends Vector3D {
public function Vec(x:Number = 0, y:Number = 0) {
super(x, y);
}
public function clear():void {
x = y = 0;
}
public function distance(p:Vector3D):Number {
return getLength(p.x - x, p.y - y);
}
public function angle(p:Vector3D):Number {
return atan2(p.x - x, p.y - y);
}
public function addAngle(a:Number, s:Number):void {
x += sin(a) * s; y += cos(a) * s;
}
public function rotate(a:Number):void {
var px:Number = x;
x = x * cos(a) - y * sin(a);
y = px * sin(a) + y * cos(a);
}
public function set xy(v:Vector3D):void {
x = v.x; y = v.y;
}
}
class Color {
private static var scatterdColor:Color = new Color;
public var r:int, g:int, b:int;
public function Color(r:int = 0, g:int = 0, b:int = 0) {
this.r = r * 20;
this.g = g * 20;
this.b = b * 20;
}
public function get i():uint {
return 0xff000000 + r * 0x10000 + g * 0x100 + b;
}
public function getScatterd(w:int = 64):Color {
scatterdColor.r = r + rand.i(w * 2, -w);
scatterdColor.g = g + rand.i(w * 2, -w);
scatterdColor.b = b + rand.i(w * 2, -w);
scatterdColor.normalize();
return scatterdColor;
}
public function normalize():void {
r = clamp(r, 0, 255);
g = clamp(g, 0, 255);
b = clamp(b, 0, 255);
}
private static const WHITENESS:int = 1;
public static var red:Color = new Color(10, WHITENESS, WHITENESS);
public static var green:Color = new Color(WHITENESS, 10, WHITENESS);
public static var blue:Color = new Color(WHITENESS, WHITENESS, 10);
public static var yellow:Color = new Color(10, 10, WHITENESS);
public static var magenta:Color = new Color(10, WHITENESS, 10);
public static var cyan:Color = new Color(WHITENESS, 10, 10);
public static var white:Color = new Color(10, 10, 10);
}
class Polyline {
public static const LINE_WIDTH:Number = 1;
public var color:Color;
public var pointAngles:Vector.<Number> = new Vector.<Number>;
public var pointDists:Vector.<Number> = new Vector.<Number>;
public var angle:Number = 0, scale:Number = 1;
public var size:Vec = new Vec;
public function Polyline(width:Number, height:Number = 0) {
if (height <= 0) height = width;
size.x = width; size.y = height;
}
public function clr(c:Color):Polyline {
color = c;
return this;
}
public function tri():Polyline {
addPoint(0, 1); addPoint(1, -1, true); addPoint(-1, -1, true); addPoint(0, 1);
return this;
}
public function box():Polyline {
addPoint(-1, 1); addPoint(1, 1, true);
addPoint(1, -1, true); addPoint(-1, -1, true); addPoint(-1, 1);
return this;
}
public function cross():Polyline {
addPoint(-1, -1); addPoint(1, 1);
addPoint(1, -1); addPoint(-1, 1);
return this;
}
public function circle():Polyline {
for (var i:int = 0, a:Number = 0; i < 9 ; i++, a += PI / 4 ) {
addPoint(sin(a), cos(a), (i > 0 && i < 8));
}
return this;
}
private function addPoint(rx:Number, ry:Number, isMid:Boolean = false):void {
var x:Number = rx * size.x / 2, y:Number = ry * size. y / 2;
var a:Number = atan2(x, y), d:Number = sqrt(x * x + y * y);
pointAngles.push(a); pointDists.push(d);
if (isMid) { pointAngles.push(a); pointDists.push(d); }
}
private static var p1:Vec = new Vec, p2:Vec = new Vec;
private static var clw:Color = new Color;
public function draw(pos:Vec):void {
var size:Number = LINE_WIDTH * scale;
if (size < 1) size = 1;
drawLines(pos, color.i, size * 2);
clw.r = color.r * 4; clw.g = color.g * 4; clw.b = color.b * 4;
clw.normalize();
drawLines(pos, clw.i, size);
}
public function drawLines(pos:Vec, cl:uint, size:int):void {
for (var i:int = pointAngles.length - 2; i >= 0; i -= 2) {
p1.xy = pos;
p1.addAngle(angle + pointAngles[i], pointDists[i] * scale);
p2.xy = pos;
p2.addAngle(angle + pointAngles[i + 1], pointDists[i + 1] * scale);
drawLine(p1, p2, cl, size);
}
}
public static var v:Vec = new Vec, rect:Rectangle = new Rectangle;
public static function drawLine(p1:Vec, p2:Vec, cl:uint, size:int):void {
v.x = p2.x - p1.x; v.y = p2.y - p1.y;
var c:int = Math.max(abs(v.x), abs(v.y));
v.scaleBy(1 / c);
var lx:Number = p1.x - size / 2, ly:Number = p1.y - size / 2;
var vx:Number = v.x, vy:Number = v.y;
if (size >= 2) {
vx *= size; vy *= size;
c /= size;
rect.width = rect.height = size;
for (var i:int = c; i >= 0; i--) {
rect.x = lx; rect.y = ly;
bd.fillRect(rect, cl);
lx += vx; ly += vy;
}
} else {
for (i = c; i >= 0; i--) {
bd.setPixel32(lx, ly, cl);
lx += vx; ly += vy;
}
}
}
}
class Particle extends Actor {
public static var s:Vector.<Particle> = new Vector.<Particle>;
public static function add(pos:Vector3D, color:Color, scatter:int,
intensity:Number, arc:Number = Math.PI * 2, angle:Number = 0):void {
var n:int = intensity * arc;
for (var i:int = 0; i < n; i++) {
var p:Particle = new Particle;
p.pos.xy = pos;
p.vel.addAngle(angle + rand.n(arc, -arc / 2), sqrt(intensity) * rand.n(3));
p.size = sqrt(intensity) * rand.n(0.5, 0.2) + 1;
var sc:Color = color.getScatterd(scatter);
p.icolor = sc.i;
s.push(p);
}
}
public var size:Number;
public var icolor:uint;
private static var rect:Rectangle = new Rectangle;
public function update():Boolean {
vel.scaleBy(0.98);
size -= 0.1;
rect.x = pos.x - size / 2; rect.y = pos.y - size / 2;
rect.width = rect.height = clamp(size, 1, 2);
bd.fillRect(rect, icolor);
return sc.isIn(pos) && size >= 1.0;
}
}
class Message extends Actor {
public static var s:Vector.<Message> = new Vector.<Message>;
public static var shownMessages:Vector.<String> = new Vector.<String>;
public static function addOnce(s:String, p:Vec, vx:Number = 0, vy:Number = 0,
ticks:int = 90):Message {
if (shownMessages.indexOf(s) >= 0) return null;
shownMessages.push(s);
return add(s, p, vx, vy, ticks);
}
public static function add(text:String, p:Vec, vx:Number = 0, vy:Number = 0,
ticks:int = 90):Message {
var m:Message = new Message;
m.text = text;
m.pos.xy = p;
m.vel.x = vx; m.vel.y = vy;
m.ticks = ticks;
s.push(m);
return m;
}
public var text:String, ticks:int;
public function update():Boolean {
sc.drawText(text, pos.x, pos.y);
return --ticks > 0;
}
}
class Screen {
public var size:Vec = new Vec(main.WIDTH, main.HEIGHT);
public var center:Vec = new Vec(size.x / 2, size.y / 2);
private var textField:TextField = new TextField;
private var matrix:Matrix = new Matrix;
public function Screen() {
var fm:TextFormat = new TextFormat("_typewriter");
fm.size = 11; fm.color = 0xffffffff; fm.align = TextFormatAlign.CENTER;
textField.defaultTextFormat = fm;
textField.width = 200; textField.height = 20;
}
public function drawText(text:String, x:int, y:int):void {
textField.text = text;
matrix.identity(); matrix.translate(x - 100, y - 20);
bd.draw(textField, matrix);
}
public function isIn(p:Vector3D, spacing:Number = 0):Boolean {
return (p.x >= -spacing && p.x <= size.x + spacing &&
p.y >= -spacing && p.y <= size.y + spacing);
}
}
class Mouse {
public var pos:Vec = new Vec;
public var isPressing:Boolean;
public function Mouse(stage:Stage) {
stage.addEventListener(MouseEvent.MOUSE_MOVE, onMoved);
stage.addEventListener(MouseEvent.MOUSE_DOWN, onPressed);
stage.addEventListener(MouseEvent.MOUSE_UP, onReleased);
stage.addEventListener(Event.MOUSE_LEAVE, onReleased);
}
private function onMoved(e:MouseEvent):void {
pos.x = e.stageX; pos.y = e.stageY;
}
private function onPressed(e:MouseEvent):void {
isPressing = true;
onMoved(e);
}
private function onReleased(e:Event):void {
isPressing = false;
}
}
var rand:Rand = new Rand;
class Rand {
public function n(v:Number = 1, s:Number = 0):Number { return Math.random() * v + s; }
public function i(v:int, s:int = 0):int { return n(v, s); }
public function sx(v:Number, s:Number = 0):Number { return n(v, s) * sc.size.x; }
public function sy(v:Number, s:Number = 0):Number { return n(v, s) * sc.size.y; }
public function pm():int { return i(2) * 2 - 1; }
}
function getLength(x:Number, y:Number):Number {
return sqrt(x * x + y * y);
}
function clamp(v:Number, min:Number, max:Number):Number {
if (v > max) return max;
else if (v < min) return min;
return v;
}
var sin:Function = Math.sin, cos:Function = Math.cos, atan2:Function = Math.atan2;
var sqrt:Function = Math.sqrt, abs:Function = Math.abs;
var PI:Number = Math.PI, PI2:Number = PI * 2;