forked from: 雑魚ゲー
/**
* Copyright riou95 ( http://wonderfl.net/user/riou95 )
* MIT License ( http://www.opensource.org/licenses/mit-license.php )
* Downloaded from: http://wonderfl.net/c/ntTt
*/
// forked from kuma360's 雑魚ゲー
//Mouseで移動
//Zで攻撃
//Xでジャンプ
//Z,Xを一緒に押しとくと投石できます。
//
//MRSSつかってみました。いろんなところで戦えます。
//雑魚絵は友人作成です。
//
//Aキーでステージセレクトに戻れるようにしてみましたが、何かリークしてるみたいです。
//removeEventListenerとかGCと上手く付き合う為の作法がよくわかりません。
package
{
import flash.display.*;
import flash.events.*;
import com.bit101.components.*;
import flash.display.*;
import flash.events.*;
import flash.geom.*;
import flash.net.navigateToURL;
import flash.net.URLRequest;
import flash.net.URLVariables;
[SWF(width = 465 , height = 465 , backgroundColor = '#FFFFFF' , frameRate = '60')]
public class Main extends Sprite {
private var _sceneManager:SceneManager ;
public function Main() {
//入力用
var I:int = 0 ;
for ( I = 0; I < 256; ++I ) { Global._key[I] = false; }
stage.addEventListener( KeyboardEvent.KEY_DOWN, function ( E:KeyboardEvent ):void { Global._key[ E.keyCode ] = true; } );
stage.addEventListener( KeyboardEvent.KEY_UP , function ( E:KeyboardEvent ):void { Global._key[ E.keyCode ] = false; } );
//ゲーム開始
_sceneManager = new SceneManager ;
SceneManager._next = new SceneStageSelect;
addChild ( _sceneManager ) ;
}
}
}
import caurina.transitions.AuxFunctions;
import flash.display.*;
import flash.events.*;
import flash.filters.*;
import flash.geom.*;
import flash.net.*;
import flash.system.LoaderContext;
import flash.text.TextField;
import flash.text.TextFormat;
import org.libspark.betweenas3.*;
import org.libspark.betweenas3.tweens.ITween;
import org.libspark.betweenas3.easing.Cubic;
import flash.display.*;
import flash.events.*;
import com.bit101.components.*;
import flash.display.*;
import flash.events.*;
import flash.geom.*;
import flash.net.navigateToURL;
import flash.net.URLRequest;
import flash.net.URLVariables;
import flash.utils.escapeMultiByte;
///
class Global {
public static var _key:Array = new Array ( 256 ) ;
public static var _canvas:BitmapData = new BitmapData ( 465 , 465 , false , 0 ) ;
public static var _back :BitmapData = new BitmapData ( 465 , 465 , false , 0 ) ;
}
///
class Effect {
private var _img:BitmapData = null ;
private var _V:Vector.<Object> = new Vector.<Object> ;
////////////////////////////////////
public function Effect() {
_img = new BitmapData ( 50 , 50 , true , 0 ) ;
var S:Sprite = new Sprite ;
var G:Graphics = S.graphics ;
var M:Matrix = new Matrix ;
M.createGradientBox ( 50 , 50 , 0 , 0 , 0 ) ;
G.lineStyle ( 1 ) ;
G.lineGradientStyle ( "radial" , [ 0xFFFFFF , 0xFFA020 ] , [ 1 , 0 ] , [ 0 , 255 ] , M ) ;
for ( var I:int = 0 ; I < 50 ; ++ I ) {
G.moveTo ( 25 , 25 ) ;
var R:Number = I / 50 * 360 * Math.PI / 180 ;
G.lineTo ( Math.cos ( R ) * 25 + 25 , Math.sin ( R ) * 25 + 25 ) ;
}
S.filters = [ new BlurFilter ] ;
_img.draw ( S ) ;
}
////////////////////////////////////
public function release ( ) :void {
_img.dispose ( ) ;
_img = null ;
}
////////////////////////////////////
public function push ( x:int , y:int ) :void {
_V.push ( { P:new Point ( x - _img.width * .5 , y - _img.height * 1.5 ) , T:6 } ) ;
}
////////////////////////////////////
public function update () :void {
for ( var I:int = 0 ; I < _V.length ; ++ I ) {
if ( -- _V[I].T < 0 ) {
_V.splice ( I , 1 ) ;
}
}
}
////////////////////////////////////
public function render ( ) :void {
for each ( var O:Object in _V ) {
Global._canvas.copyPixels ( _img , _img.rect , O.P ) ;
}
}
}
//
interface Iactor {
function render_shadow ( ) :void ;
function render ( ) :void ;
function get pos ( ) :Vector3D ;
}
//
class BaseActor {
//固有ID
private static var UNIQUE:uint = 0 ;
private var _id:uint = 0 ;
//座標
protected var _pos:Vector3D = new Vector3D ;
protected var _velocity:Vector3D = new Vector3D ;
//描画用
protected var _renderpos:Point = new Point ;
protected var _shadowpos:Point = new Point ;
public function BaseActor() {
_id = UNIQUE ++ ;
}
public function get id ( ) :uint {
return _id ;
}
public function get pos ( ) :Vector3D {
return _pos ;
}
}
//
class ActorParam extends BaseActor {
//キャラクタのスケール
protected const SCALE:Number = 1.5 ;
//キャラクタの実サイズ
protected var SIZE :int = 0 ;
protected var _render_rect:Rectangle = null ;
//画像
protected var _img:BitmapData = null ;
protected var _img_r:BitmapData = null ;
protected var _shadow:BitmapData = null ;
public function ActorParam ( B:Bitmap , C:ColorTransform , charctorSize:int ) {
super ( ) ;
SIZE = charctorSize * SCALE ;
var M:Matrix = new Matrix ;
var S:Sprite = new Sprite;
var G:Graphics = S.graphics;
var I:int = 0 ;
var J:int = 0 ;
var S1:Number = SIZE/4 * SCALE ;
var S2:Number = SIZE/8 * SCALE ;
var S3:Number = B.width * SCALE ;
var S4:Number = B.height * SCALE ;
//スケーリング
M.scale ( SCALE , SCALE ) ;
//影
G.beginFill ( 0 , .5 ) ;
G.drawEllipse ( 0 , 0 , S1 , S2 ) ;
G.endFill () ;
_shadow = new BitmapData ( S1 , S2 , true , 0 ) ;
_shadow.draw ( S ) ;
//キャラクタ-
_img = new BitmapData ( S3 , S4 , true , 0 ) ;
_img.draw ( B , M , C ) ;
//反転キャラクター
_img_r = new BitmapData ( S3 , S4 , true , 0 ) ;
for ( I = 0 ; I < S3 ; I += SIZE ) {
for ( J = 0 ; J < SIZE ; ++ J ) {
_img_r.copyPixels (
_img ,
new Rectangle ( I + J , 0 , 1 , S4 ) ,
new Point ( I + SIZE - J , 0 )
) ;
}
}
//
_pos.x = Math.random ( ) * 465 ;
_pos.y = 0 ;
_pos.z = Math.random ( ) * 100 + 300 ;
_render_rect = new Rectangle ( 0 , 0 , SIZE , SIZE ) ;
}
public function release ( ):void {
_img.dispose ( ) ;
_img = null ;
_img_r.dispose ( ) ;
_img_r = null ;
_shadow.dispose ( ) ;
_shadow = null ;
}
}
//
class CharctorBase extends ActorParam implements Iactor {
//アニメーションテーブル
private var $A:Array = null ;
private var $B:Array = null ;
private var $C:Array = null ;
private var $D:Array = null ;
private var $E:Array = null ;
private var $F:Array = null ;
//体力
private var _hp:int = 0 ;
private var _death:Boolean = false ;
private var _death_cnt:int = 0;
//アニメーション用
private var _anim:int = 0 ;
private var _animwait:int = 0 ;
private var _action:int = 0 ;
private var _actionstep:int = 0 ;
private var _dirc:Boolean = false;
//入力用
private var _input_damage:Boolean = false ;
private var _input_attack:Boolean = false ;
private var _input_jump :Boolean = false ;
private var _target_x:int = 0 ;
private var _target_z:int = 0 ;
private var _speed:Number = 0 ;
//ジャンプ管理
private var _jump_state:Boolean = false;
//攻撃管理
private var _attack_state:int = 0 ;
private var _attack_shake:int = 0 ;
private var _hitRegist:Vector.<int> = new Vector.<int> ;
//被ダメージ管理
private var _damage_action:int = 0 ;
private var _damage_shake:int = 0 ;
////////////////////////////////////
public function CharctorBase ( B:Bitmap , C:ColorTransform , $$A:Array , $$B:Array , $$C:Array , $$D:Array , $$E:Array , $$F:Array ) {
super ( B , C , 64 ) ;
$A = $$A ;
$B = $$B ;
$C = $$C ;
$D = $$D ;
$E = $$E ;
$F = $$F ;
_hp = 3 ;
_death = false ;
_death_cnt = 0 ;
input ( Math.random() * 400 , 300 + Math.random() * 150 , false , false ) ;
}
////////////////////////////////////
public function input ( x:int , y:int , keyA:Boolean , keyJ:Boolean ):void {
_input_attack = keyA ;
_input_jump = keyJ ;
_target_x = x ;
_target_z = y ;
}
////////////////////////////////////
public function inputAuto ( ):void {
_input_attack = Math.random() < 0.03 ;
_input_jump = Math.random() < 0.01 ;
var V:Vector3D = _pos.clone() ;
V.x -= _target_x ;
V.z -= _target_z ;
if ( V.length < 20 * SCALE ) {
_target_x = Math.random() * 465 ;
_target_z = Math.random() * 120 + 300 ;
}
}
////////////////////////////////////
public function getDeath ( ) :Boolean {
return _death ;
}
////////////////////////////////////
public function update ( item:Vector.<Item> , mainHero:CharctorBase ):void {
var CHK:Boolean = true ;
var TC:int = $C[_action][_actionstep] ;
var Ba:int = _action;
var Bas:int = _actionstep;
var X:Number = 0 ;
var Y:Number = 0 ;
var L:Number = 0 ;
if ( _death ) {
if ( 60 < ++ _death_cnt && this != mainHero ) {
_hp = 3 ;
_death = false ;
_death_cnt = 0 ;
_pos.x = ( Math.random() < .5 )? -100 : 500 ;
_pos.y = 0 ;
_velocity.y = 0 ;
_action = 12 ;
}
}
if ( 0 < _damage_shake ) {
CHK = false ;
-- _damage_shake ;
}
if ( 0 < _attack_shake ) {
CHK = false ;
-- _attack_shake ;
}
{//入力の反映
if ( 1 & TC ) {
X = _pos.x - _target_x ;
Y = _pos.z - _target_z ;
L = X * X + Y * Y ;
_action = ( 10 * 10 < L )? 1 : 0 ;
}
if ( 2 & TC ) {
if ( _input_attack ) {
if ( _jump_state ) {
_action = 6 ;
} else {
switch ( _attack_state ) {
case 0 : _attack_state = 1 ; _action = 3 ; break ;
case 1 : _attack_state = 2 ; _action = 7 ; break ;
case 2 : _attack_state = 0 ; _action = 4 ; break ;
}
}
} else {
_attack_state = 0 ;
}
}
if ( 4 & TC ) {
if ( _input_jump ) {
_action = 2 ;
}
}
if ( 8 & TC ) {
if ( _input_attack && _input_jump ) {
_action = 13 ;
}
}
//強制動作
if ( _damage_action ) {
_action = _damage_action ;
_damage_action = 0 ;
}
if ( Ba != _action ) {
_actionstep = 0 ;
_animwait = 0 ;
}
}
if ( CHK )
{//アニメーション
var TD:int = $D[_action][_actionstep];
switch ( TD ) {
case 0 :
++ _animwait;
break ;
case 1 :
if ( 0 < _velocity.y ) {
++ _animwait ;
}
break ;
case 2:
if ( false == _jump_state ) {
++ _animwait ;
}
break;
case 3:
break;
}
if ( $B[_action][_actionstep] <= _animwait ) {
_animwait = 0 ;
switch ( $E[_action][_actionstep] ) {
case 1: _velocity.y = -5 ; break;
case 2: _action = (_jump_state)? 12 : 0 ; break ;
case 3: item.push ( new Item ( id , _pos , new Vector3D ( (_dirc)? -8 : 8 , -3 , 0 ) ) ) ; break ;
default: break;
}
if ( $A[_action].length <= ++ _actionstep ) {
_actionstep = 0 ;
}
while ( _hitRegist.length ) {
_hitRegist.pop () ;
}
}
}
if ( CHK && ( 1 & TC ) )
{//加速
_dirc = ( _target_x < _pos.x ) ;
var ty:Number = _velocity.y;
_velocity.y = 0 ;
X = ( _target_x - _pos.x ) ;
Y = ( _target_z - _pos.z ) ;
L = X * X + Y * Y ;
if ( 10 * 10 < L ) {
_velocity.x += X * .01 ;
_velocity.z += Y * .01 ;
}
_speed = _velocity.length ;
_speed = ( 2 < _speed )? 2 : _speed ;
_velocity.normalize ( ) ;
_velocity.scaleBy ( _speed ) ;
_velocity.y = ty ;
}
if ( CHK )
{//移動
_pos.x += _velocity.x * SCALE ;
_pos.y += _velocity.y * SCALE ;
_pos.z += _velocity.z * SCALE *.5 ;
_velocity.y += .2 ;
if ( false == _jump_state ) {
_velocity.x *= .9 ;
_velocity.z *= .9 ;
}
if ( 0 <= _pos.y ) {
_pos.y = 0 ;
_jump_state = false ;
} else {
_jump_state = true ;
}
if ( _pos.z < ZMAX ) {
_pos.z = ZMAX ;
}
}
_anim = $A[_action][_actionstep] ;
}
////////////////////////////////////
public function attackChk ( e:Hero , effect:Effect , mainHero:Hero ):void {
if ( this == e ) {
return ;
}
if ( e._death ) {
return ;
}
for each ( var N:int in _hitRegist ) {
if ( N == e.id ) {
return ;
}
}
var temp:int = $F[_action][_actionstep] ;
if ( temp != 0 ) {
var V:Vector3D = _pos.subtract ( e._pos ) ;
if ( _dirc ) {
V.x -= 16 * SCALE ;
} else {
V.x += 16 * SCALE ;
}
if ( V.length < 30 ) {
_attack_shake = 10 ;
if ( e.damage () && this==mainHero ) {
if ( _end == false ) {
++ _score ;
}
}
_hitRegist.push ( e.id ) ;
effect.push ( e.pos.x , e.pos.z + e.pos.y ) ;
}
}
}
////////////////////////////////////
public function damage ( ) :Boolean {
var B:Boolean = false ;
//死亡チェック
if ( -- _hp <= 0 ) {
_death = true ;
_death_cnt = 0 ;
_damage_action = 11 ;
B = true ;
} else {
_damage_action = 8 + Math.floor ( Math.random() * 3 ) ;
}
//ノックバック
_velocity.x = (_dirc)? -1 : 1 ;
_damage_shake = 15 ;
return B ;
}
////////////////////////////////////
public function moveChk ( e:Hero ):void {
if ( this == e ) {
return ;
}
var V:Vector3D = _pos.subtract ( e._pos ) ;
if ( V.length < 20 * SCALE ) {
V.normalize();
_velocity.x = V.x * 1 ;
_velocity.z = V.z * 1 ;
}
}
////////////////////////////////////
public function render_shadow ( ):void {
_shadowpos.x = _pos.x - SIZE/4/2 * SCALE ;
_shadowpos.y = _pos.z - SIZE/8/2 * SCALE ;
Global._canvas.copyPixels ( _shadow , _shadow.rect , _shadowpos ) ;
}
////////////////////////////////////
public function render ( ):void {
if ( _death ) {
if ( _death_cnt % 10 < 5 ) {
return ;
}
}
_anim %= 40 ;
_render_rect.x = Math.floor ( _anim % 8 ) * SIZE ;
_render_rect.y = Math.floor ( _anim / 8 ) * SIZE ;
_renderpos.x = _pos.x - SIZE /2 ;
_renderpos.y = _pos.z + _pos.y - SIZE ;
if ( _damage_shake ) {
_renderpos.x += Math.random() * 10 - 5 ;
_renderpos.y += Math.random() * 10 - 5 ;
}
if ( _dirc ) {
Global._canvas.copyPixels ( _img_r , _render_rect , _renderpos ) ;
} else {
Global._canvas.copyPixels ( _img , _render_rect , _renderpos ) ;
}
}
}
//投擲アイテム
class Item extends BaseActor implements Iactor {
private const SIZE:int = 10 ;
//画像
private var _img:BitmapData = null ;
private var _shadow:BitmapData = null ;
//
private var _manage_id:uint = 0 ;
private var _timer:int = 0 ;
private var _hit:Boolean = false ;
////////////////////////////////////
public function Item ( manage_id:uint , pos:Vector3D , velocty:Vector3D ) :void {
super ( ) ;
_manage_id = manage_id ;
_timer = 80 ;
//描画用
var S:Sprite = new Sprite ;
var G:Graphics = S.graphics ;
//石本体
G.clear ( ) ;
G.beginFill ( 0x404040 , 1 ) ;
G.drawCircle ( SIZE/2 , SIZE/2 , SIZE/2 ) ;
G.endFill ( ) ;
_img = new BitmapData ( SIZE , SIZE , true , 0 ) ;
_img.draw ( S ) ;
//影
G.clear ( ) ;
G.beginFill ( 0 , .5 ) ;
G.drawEllipse ( 0 , 0 , SIZE , SIZE/2 ) ;
G.endFill () ;
_shadow = new BitmapData ( SIZE , SIZE/2 , true , 0 ) ;
_shadow.draw ( S ) ;
//座標
_pos.x = pos.x ;
_pos.y = pos.y - 40 ;
_pos.z = pos.z ;
_velocity.x = velocty.x ;
_velocity.y = velocty.y ;
_velocity.z = velocty.z ;
}
////////////////////////////////////
public function release ( ) :void {
_img.dispose ( ) ;
_img = null ;
}
////////////////////////////////////
public function update ( ) :void {
-- _timer ;
_velocity.y += .3 ;
_pos.x += _velocity.x ;
_pos.y += _velocity.y ;
_pos.z += _velocity.z * .5 ;
if ( 0 <= _pos.y ) {
_pos.y = 0 ;
_velocity.y = - _velocity.y * .5 ;
}
}
////////////////////////////////////
public function get death ( ) :Boolean {
return _timer < 0 ;
}
////////////////////////////////////
public function render_shadow ( ):void {
_shadowpos.x = _pos.x - SIZE/2 ;
_shadowpos.y = _pos.z - SIZE/2/2 ;
Global._canvas.copyPixels ( _shadow , _shadow.rect , _shadowpos ) ;
}
////////////////////////////////////
public function render ( ):void {
_renderpos.x = _pos.x - SIZE/2 ;
_renderpos.y = _pos.z + _pos.y - SIZE ;
Global._canvas.copyPixels ( _img , _img.rect , _renderpos ) ;
}
////////////////////////////////////
public function attackChk ( e:Hero , effect:Effect , mainHero:Hero ):void {
if ( death ) {
return ;
}
if ( _hit ) {
return ;
}
if ( _manage_id == e.id ) {
return ;
}
var V:Vector3D = _pos.subtract ( e.pos ) ;
V.y += 30 ;
if ( V.length < 30 ) {
_hit = true ;
_velocity.x = - _velocity.x * .2 ;
_velocity.y = - 6 ;
_timer = 40 ;
if ( e.damage () ) {
if ( _end == false ) {
++ _score ;
}
}
effect.push ( e.pos.x , e.pos.z + e.pos.y ) ;
}
}
}
///
class ImageButton extends Sprite {
private var IT:ITween = null ;
///////////
public function ImageButton ( data:Bitmap , cnt:int ) {
addChild ( data ) ;
var X:int = Math.floor( cnt % 5 ) * ( 90 ) + 15 /2 ;
var Y:int = Math.floor( cnt / 5 ) * ( 90 ) + 90 /2 ;
var SIT:ITween = BetweenAS3.delay (
BetweenAS3.tween (
this ,
{ _blurFilter: { blurX:0 , blurY:0 }, alpha:1, x:X, y:Y },
{ _blurFilter: { blurX:20, blurY:20 }, alpha:0, x:X, y:Y + 20 },
.5 ,
Cubic.easeOut
) ,
Math.random ( ) * .5
) ;
SIT.addEventListener ( Event.COMPLETE , run ) ;
SIT.play ( ) ;
}
///////////
private function run ( e:Event ) :void {
addEventListener ( MouseEvent.CLICK , click ) ;
addEventListener ( MouseEvent.MOUSE_OVER , over ) ;
addEventListener ( MouseEvent.MOUSE_OUT , out ) ;
}
///////////
private function click ( e:MouseEvent ):void {
var decide:Bitmap = null ;
decide = getChildAt(0) as Bitmap ;
if ( null != decide ) {
var SX:Number = 465 / decide.width * decide.scaleX ;
var SY:Number = 465 / decide.height * decide.scaleY ;
var M:Matrix = new Matrix ;
if ( SX < SY ) {
M.scale ( SY , SY ) ;
} else {
M.scale ( SX , SX ) ;
}
Global._back.draw ( decide , M ) ;
if ( IT ) { IT.stop() ; }
IT = BetweenAS3.to ( this , {transform: { colorTransform: {redOffset: 250 , greenOffset: 250 , blueOffset: 250 } }} , .2 , Cubic.easeOut ) ;
IT.play ( ) ;
dispatchEvent ( new Event ( "DECIDE" ) ) ;
}
}
///////////
private function over ( e:MouseEvent ) :void {
if ( IT ) { IT.stop() ; }
IT = BetweenAS3.to ( this , {transform: { colorTransform: {redOffset: 60 , greenOffset: 60 , blueOffset: 60 } }} , .2 , Cubic.easeOut ) ;
IT.play() ;
}
///////////
private function out ( e:MouseEvent ) :void {
if ( IT ) { IT.stop() ; }
IT = BetweenAS3.to ( this , {transform: {colorTransform: {redOffset: 0 , greenOffset: 0 , blueOffset: 0 }}} , .2 , Cubic.easeOut ) ;
IT.play() ;
}
///////////
public function release ( ) :void {
removeEventListener ( MouseEvent.CLICK , click ) ;
removeEventListener ( MouseEvent.MOUSE_OVER , over ) ;
removeEventListener ( MouseEvent.MOUSE_OUT , out ) ;
}
}
///
class Mrss extends Sprite {
private const _feed:String = "http://api.flickr.com/services/feeds/photos_public.gne?tags=landscape&format=rss_200";
private const _media:Namespace = new Namespace ( "http://search.yahoo.com/mrss/" ) ;
private var _ib:Vector.<ImageButton> = new Vector.<ImageButton> ;
private var _v:Vector.<String> = new Vector.<String> ;
private var _decide:Bitmap = null ;
private var _cnt:int = 0 ;
////////////////////////////////////
public function Mrss ( ) {
var ldr:URLLoader = new URLLoader;
ldr.addEventListener (
Event.COMPLETE,
function (e:Event):void {
ldr.removeEventListener( Event.COMPLETE, arguments.callee );
loadImg ( XML(ldr.data).._media::thumbnail.@url.toXMLString().split('\n') );
}
);
ldr.load ( new URLRequest ( _feed ) ) ;
}
////////////////////////////////////
private function loadImg ( $images:Array ) :void {
var len:uint = $images.length ;
for ( var i:int = 0 ; i < len ; ++i ) {
var ldr:Loader = new Loader ;
ldr.contentLoaderInfo.addEventListener ( Event.COMPLETE , loadImgComp ) ;
var str:String = $images[ i ].replace ( "_s" , "" ) ;
ldr.load ( new URLRequest ( str ) , new LoaderContext ( true ) ) ;
}
}
////////////////////////////////////
private function loadImgComp ( e:Event ) :void {
var data:Bitmap = e.target.content as Bitmap ;
if ( data ) {
data.scaleX = 80 / data.width ;
data.scaleY = 80 / data.height ;
data.filters = [ new DropShadowFilter ] ;
var IB:ImageButton = new ImageButton ( data , _cnt ) ;
IB.addEventListener (
"DECIDE" ,
function ( e:Event ) :void {
IB.removeEventListener ( "DECIDE" , arguments.callee ) ;
dispatchEvent ( new Event ( "DECIDE" ) ) ;
}
) ;
_ib.push ( IB ) ;
addChild ( IB ) ;
++ _cnt ;
}
}
////////////////////////////////////
public function release ( ) :void {
for each ( var IB:ImageButton in _ib ) {
IB.release ( ) ;
}
}
}
//シーン管理
class SceneManager extends Sprite {
private var _step:int = 0 ;
private var _scene:SceneBase = null ;
public static var _next:SceneBase = null ;
public function SceneManager ( ) {
_next = new SceneStageSelect ;
addEventListener ( Event.ENTER_FRAME , run ) ;
}
private function run ( e:Event ):void {
if ( null == _scene ) {
_scene = _next ;
stage.addChild ( _scene ) ;
_scene.alpha = 0 ;
_next = null ;
_step = 0 ;
} else {
switch ( _step ) {
case 0:
{
_step = 1 ;
BetweenAS3.to ( _scene , { alpha:1 } , .5 ).play() ;
_scene.init ();
}
break ;
case 1:
{
_scene.core () ;
if ( _next ) {
_step = 2 ;
}
}
break ;
case 2:
{
_step = 3 ;
_scene.filters = [ new BlurFilter ( 10, 10 ) ] ;
var it:ITween = BetweenAS3.to ( _scene , { alpha:0 } , .5 ) ;
it.addEventListener (
Event.COMPLETE ,
function ( e:Event ) :void {
it.removeEventListener ( Event.COMPLETE , arguments.callee ) ;
_step = 4;
}
);
it.play() ;
}
break;
case 3:
{
//待ち
}
break ;
case 4:
{
_scene.release ( ) ;
stage.removeChild ( _scene ) ;
_scene = null ;
}
break ;
}
}
}
}
//シーンの基礎
class SceneBase extends Sprite {
public function init( ):void { } ;
public function core( ):void { } ;
public function release( ):void { } ;
}
//ステージセレクト
class SceneStageSelect extends SceneBase {
private var _mrss:Mrss = new Mrss ;
////////////////////////////////////
public function SceneStageSelect () :void {
_mrss.addEventListener (
"DECIDE" ,
function ( e:Event ) :void {
_mrss.removeEventListener ( "DECIDE" , arguments.callee ) ;
SceneManager._next = new SceneBattle ;
}
) ;
addChild ( _mrss ) ;
}
public override function release ( ) :void {
_mrss.release ( ) ;
}
}
//戦闘シーン
class SceneBattle extends SceneBase {
private var _rendering_container:Vector.<Iactor> = new Vector.<Iactor> ( ) ;
private var _h:Vector.<Hero> = null ;
private var _i:Vector.<Item> = null ;
private var _mainHero:Hero = null ;
private var _effect:Effect = null ;
private var _scoreText:TextField = new TextField ;
//宣伝用//////////////////////
private var _S0:PushButton ;
private var _S1:PushButton ;
private var _S2:PushButton ;
/////////////////////////////
////////////////////////////////////
public function SceneBattle ( ) {
//キャラクター用
_h = new Vector.<Hero>;
//アイテム用
_i = new Vector.<Item>;
//ヒットマーク用
_effect = new Effect ;
//キャラクタ画像読み込み(雑魚)
var L:Loader = new Loader;
L.contentLoaderInfo.addEventListener ( Event.COMPLETE, compLoad ) ;
L.contentLoaderInfo.addEventListener ( IOErrorEvent.IO_ERROR , function ():void { } ) ;
L.load ( new URLRequest ( FILENAME ) , new LoaderContext ( true ) ) ;
addChild ( new Bitmap ( Global._canvas ) ) ;
//宣伝用////////////////////////////////////////////////////
_S0 = new PushButton ( this, 465-100 , 0, "Ad:kuma-flashgame" ) ;
_S0.addEventListener ( MouseEvent.CLICK , function ( ) :void { var url:URLRequest = new URLRequest ( "http://kuma-flashgame.blogspot.com/" ) ; navigateToURL ( url ) ; } ) ;
////////////////////////////////////////////////////////////
//送信ボタン////////////////////////////////////////////////////
_score = 0 ;
_scoreText.autoSize = "left" ;
_scoreText.defaultTextFormat = new TextFormat ( null , 50 , 0xFFFFFF ) ;
_scoreText.text = _score.toString () ;
addChild ( _scoreText ) ;
_S1 = new PushButton ( this , 0 , 0 , "Tweet" );
_S1.x = ( 465 - _S1.width ) / 2 ;
_S1.y = ( 465 - _S1.height ) / 2 ;
_S1.visible = false ;
_S1.addEventListener ( MouseEvent.CLICK , function ():void { navigateToURL ( new URLRequest ( "http://twitter.com/home?status=" + escapeMultiByte ( "score=" + _score + " http://kuma-flashgame.blogspot.com/2010/08/blog-post_20.html #ZAKOgame" ) ) ); } ) ;
//////////////////////////////////////////////////////////
_S2 = new PushButton ( this, 0 , 0, "Retry" ) ;
_S2.x = ( 465 - _S1.width ) / 2 ;
_S2.y = ( 465 - _S1.height ) / 2 + 40 ;
_S2.visible = false ;
_S2.addEventListener ( MouseEvent.CLICK , function ( ) :void {
SceneManager._next = new SceneStageSelect ;
} ) ;
////////////////////////////////////////////////////////////
_end = false ;
}
////////////////////////////////////
public override function release ( ) :void {
_mainHero = null ;
_S0 = null ;
_S1 = null ;
_S2 = null ;
_effect.release ( ) ;
for each ( var H:Hero in _h ) {
H.release ( ) ;
}
for each ( var I:Item in _i ) {
I.release ( ) ;
}
_h = null ;
_i = null ;
}
////////////////////////////////////
private function compLoad( e:Event ):void {
var B:Bitmap = e.target.content as Bitmap ;
_mainHero = new Hero ( B ) ;
_h.push ( _mainHero ) ;
_h.push ( new Hero ( B , new ColorTransform ( .2 , 1 , .4 , 1 ) ) ) ;
_h.push ( new Hero ( B , new ColorTransform ( .2 , 1 , .4 , 1 ) ) ) ;
_h.push ( new Hero ( B , new ColorTransform ( .2 , 1 , .4 , 1 ) ) ) ;
_h.push ( new Hero ( B , new ColorTransform ( .2 , 1 , .4 , 1 ) ) ) ;
}
////////////////////////////////////
public override function core ( ):void {
var TH1:Hero ;
var TH2:Hero ;
var ITEM:Item ;
var SB:Iactor ;
//背景
Global._canvas.copyPixels ( Global._back , Global._back.rect , ZERO_POINT ) ;
if ( _mainHero == null ) {
return ;
}
//アイテム更新
for each ( ITEM in _i ) {
ITEM.update ( ) ;
}
//アイテム消去
for ( var I:int = 0 ; I < _i.length ; ++ I ) {
if ( _i[I].death ) {
_i.splice ( I , 1 ) ;
}
}
//入力
for each ( TH1 in _h ) {
if ( TH1 == _mainHero ) {
_mainHero.input ( mouseX , mouseY , Global._key[90] , Global._key[88] ) ;
} else {
TH1.inputAuto() ;
}
}
//更新
for each ( TH1 in _h ) {
TH1.update ( _i , _mainHero ) ;
}
//攻撃判定
for each ( TH1 in _h ) {
for each ( TH2 in _h ) {
TH1.attackChk ( TH2 , _effect , _mainHero ) ;
}
}
//アイテムの攻撃判定
for each ( ITEM in _i ) {
for each ( TH1 in _h ) {
ITEM.attackChk ( TH1 , _effect , _mainHero ) ;
}
}
//移動判定
for each ( TH1 in _h ) {
for each ( TH2 in _h ) {
TH1.moveChk ( TH2 ) ;
}
}
//描画順決定
_rendering_container = _rendering_container.concat ( _h ) ;
_rendering_container = _rendering_container.concat ( _i ) ;
_rendering_container.sort ( function ( A:Iactor , B:Iactor ) :Number { return A.pos.z - B.pos.z ; } ) ;
//影描画
for each ( SB in _rendering_container ) {
SB.render_shadow ( ) ;
}
//描画
for each ( SB in _rendering_container ) {
SB.render ( ) ;
}
while ( _rendering_container.length ) {
_rendering_container.pop ( ) ;
}
_effect.update ( ) ;
_effect.render ( ) ;
_scoreText.text = _score.toString () ;
if ( _mainHero.getDeath ( ) ) {
_end = true ;
_S1.visible = true ;
_S2.visible = true ;
}
}
}
//雑魚のモーション
class Hero extends CharctorBase {
//アニメパターン
private const $HERO_A:Array = [
[ 0 , 1 , 2 , 3 ] , //歩く
[ 32 , 33 , 34 , 35 , 36 , 37 ] , //走る
[ 4 , 5 , 6 , 7 , 4 ] , //飛ぶ
[ 8 , 9 ] , //パンチ
[ 10 , 11 , 12 ] , //強いパンチ
[ 13 , 4 ] , //ジャンプパンチ
[ 14 , 4 ] , //ジャンプキック
[ 29 , 15 ] , //キック
[ 16 ] , //弱ダメージ
[ 17 ] , //中ダメージ
[ 18 ] , //強ダメージ
[ 19 , 20 , 21 , 22 , 22 ] , //ダウン
[ 7 , 4 ] ,//落下
[ 24 , 25 , 26 , 27 , 0 ] //投擲
];
//ウェイト
private const $HERO_B:Array = [
[ 8 , 8 , 8 , 8 ] , //歩く
[ 5 , 5 , 5 , 5 , 5 , 5 ] , //走る
[ 2 , 2 , 5 , 2 , 5 ] , //飛ぶ
[ 9 , 9 ] , //パンチ
[ 7, 7, 8 ] , //強いパンチ
[ 2 , 5 ] , //ジャンプパンチ
[ 2 , 5 ] , //ジャンプキック
[ 3 , 6 ] , //キック
[ 15 ] , //弱ダメージ
[ 15 ] , //中ダメージ
[ 15 ] , //強ダメージ
[ 9 , 9 , 9 , 9 , 99 ] , //ダウン
[ 2 , 5 ] ,//落下
[ 20 , 7 , 4 , 12 , 5 ] //投擲
] ;
//入力の許可 1=移動 + 2=攻撃 + 4=ジャンプ + 8=投擲
private const $HERO_C:Array = [
[ 15, 15, 15, 15] , //歩く
[ 15, 15, 15, 15, 15, 15] , //走る
[ 0 , 2 , 2 , 2 , 0 ] , //飛ぶ
[ 0 , 0 ] , //パンチ
[ 0 , 0 , 0 ] , //強いパンチ
[ 0 , 0 ] , //ジャンプパンチ
[ 0 , 0 ] , //ジャンプキック
[ 0 , 0 ] , //キック
[ 0 ] , //弱ダメージ
[ 0 ] , //中ダメージ
[ 0 ] , //強ダメージ
[ 0 , 0 , 0 , 0 , 0 ] , //ダウン
[ 0 , 0 ] ,//落下
[ 0 , 0 , 0 , 0 , 0 ] //投擲
] ;
//アニメーションの条件 0=ウェイト 1=_velocity.yが+方向 2=地面に接地 3=終わらない
private const $HERO_D:Array = [
[ 0 , 0 , 0 , 0 ] , //歩く
[ 0 , 0 , 0 , 0 , 0 , 0 ] , //走る
[ 0 , 1 , 0 , 2 , 0 ] , //飛ぶ
[ 0 , 0 ] , //パンチ
[ 0 , 0 , 0 ] , //強いパンチ
[ 2 , 0 ] , //ジャンプパンチ
[ 2 , 0 ] , //ジャンプキック
[ 0 , 0 ] , //キック
[ 0 ] , //弱ダメージ
[ 0 ] , //中ダメージ
[ 0 ] , //強ダメージ
[ 0 , 0 , 0 , 0 , 3 ] , //ダウン
[ 2 , 0 ] ,//落下
[ 0 , 0 , 0 , 0 , 0 ] //投擲
] ;
//アニメーション切り替わりの際の特殊動作ID 1=ジャンプ 2=[歩くor落下]状態に戻る 3=飛び道具発生
private const $HERO_E:Array = [
[ 0 , 0 , 0 , 0 ] , //歩く
[ 0 , 0 , 0 , 0 , 0 , 0 ] , //走る
[ 1 , 0 , 0 , 0 , 2 ] , //飛ぶ
[ 0 , 2 ] , //パンチ
[ 0 , 0 , 2 ] , //強いパンチ
[ 0 , 2 ] , //ジャンプパンチ
[ 0 , 2 ] , //ジャンプキック
[ 0 , 2 ] , //キック
[ 2 ] , //弱ダメージ
[ 2 ] , //中ダメージ
[ 2 ] , //強ダメージ
[ 0 , 0 , 0 , 0 , 2 ] , //ダウン
[ 0 , 2 ] ,//落下
[ 0 , 0 , 3 , 0 , 2 ] //投擲
] ;
//攻撃判定
private const $HERO_F:Array = [
[ 0 , 0 , 0 , 0 ] , //歩く
[ 0 , 0 , 0 , 0 , 0 , 0 ] , //走る
[ 0 , 0 , 0 , 0 , 0 ] , //飛ぶ
[ 0 , 1 ] , //パンチ
[ 0 , 1 , 0 ] , //強いパンチ
[ 1 , 0 ] , //ジャンプパンチ
[ 1 , 0 ] , //ジャンプキック
[ 0 , 1 ] , //キック
[ 0 ] , //弱xダメージ
[ 0 ] , //中ダメージ
[ 0 ] , //強ダメージ
[ 0 , 0 , 0 , 0 , 0 ] , //ダウン
[ 0 , 0 ] ,//落下
[ 0 , 0 , 0 , 0 , 0 ] //投擲
] ;
public function Hero ( B:Bitmap , C:ColorTransform = null ) :void {
super ( B , C , $HERO_A , $HERO_B , $HERO_C , $HERO_D , $HERO_E , $HERO_F ) ;
}
}
////////////////////////////////////
const FILENAME:String = "http://assets.wonderfl.net/images/related_images/a/a7/a79f/a79f6550f46ab03e548ec7fee72569ee99b89823" ;
const ZERO_POINT:Point = new Point ( 0 , 0 ) ;
const ZMAX:int = 300 ;
var _score:uint = 0 ;
var _end:Boolean = false ;