forked from: Ghost4Koin
- framerate is caped to 60, no need to put 999999999 fps
- typecasting on every wildcard
- bitshift for better perfs
- resuse of object like point and rect
- Constant value ( StageScaleMode.NO_SCALE instead of "noscale", Keyboard.UP instead of 38 etc.)
- removed unnecessary final
- mouseEnabled = false and mouseChildren = false on displayObject that don't need mouse
- myTextField.selectable = false; accessibility stuff is not needed for games UI like score etc.
- prerender of all tiles instead of building every tiles pixel per pixel on each frame.
Now we cannot colorize or shift tiles at run time but performance is better.
/**
* Copyright YoupSolo ( http://wonderfl.net/user/YoupSolo )
* MIT License ( http://www.opensource.org/licenses/mit-license.php )
* Downloaded from: http://wonderfl.net/c/oHss
*/
package
{
import flash.display.StageQuality;
import flash.display.StageAlign;
import flash.display.Bitmap;
import flash.display.BitmapData;
import flash.display.Sprite;
import flash.display.StageScaleMode;
import flash.events.Event;
import flash.events.KeyboardEvent;
import flash.events.SampleDataEvent;
import flash.geom.Point;
import flash.geom.Rectangle;
import flash.media.*;
import flash.text.TextField;
import flash.text.TextFormat;
import flash.text.TextFormatAlign;
import flash.ui.Keyboard;
[SWF(backgroundColor="0xffffff",frameRate="60")]
public class Main extends Sprite
{
private var b:Bitmap;
public var frame:uint;
public var run:Boolean;
public var score:int;
public var part:Array = [];
public var t:int;
// cameraX, cameraY
public var camX:Number = 0;
public var camY:Number = 0;
// mapX, mapY
public var mx:int;
public var my:int;
// keyDown
public var ku:Boolean;
public var kl:Boolean;
public var kr:Boolean;
// Player variables
public var plX:Number = 8 * 16;
public var plY:Number = 2 * 16;
public var spdX:Number = 0;
public var spdY:Number = 0;
public var pow:Number;
public var dir:int = 1;
public var txt:TextField;
public var map:BitmapData;
public var s:Sprite;
public var bd:BitmapData;
public const RECT:Rectangle = new Rectangle(0, 0, 160, 100);
public const CAM_MAXX:int = RECT.width * 16; // 2560
public const CAM_MAXY:int = RECT.height * 16; // 1600
public const OFFSETX:int = 6 * 16;
public const OFFSETY:int = 6 * 16;
public const SCREENW:int = 16;
public const SCREENH:int = 12;
// done one for all
public const tilesStr:Array = ("0000000055555555aaaaaaaaffffffffffffffffaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa9aa19aa14a604a60051005100004000410051005,ff700000f3055555f49aaaaa39ffffff3dffffff1efaaaaa0eaaaaaa0aaaaaaa0aaaaaaa0aaaaaaa0aaaaaaa06aa9aa106824a6001010510040000043c101005,064506458515851585108510851a851a15851585158515855065506550655065064506458515851585108510851a851a15851585158515855065506550655065,f100004f1455551449aaaa614effffb14ffffff14fbaaef14baaaae14aaaaaa14aaaaaa14aaaaaa14aaaaaa146aaaa91468aa29141055041040000103c10043c,5500045551eff24558ffff255cffff355cffffb41fff33b41fff33f41fff33f41ffffff41efff3f41ecf38f410effff41efffff41fffeff41ef28ff450041005,55500455550ef24551efff2551ffff3558ffffc45cffffc45cfcffc45cf3fff45cf3fff458f8ff34580ef3845cfffff41efffff48fffeff4cfb0efb400050005,5555555555100455518ff25558ffff451effff451fffb335cfff3334cfffb332cfefff338fcff3331ecf383210ffff2551fffb4551fff35551eff25555000455,55100555518fb05558fffb4510ffff048fffcc23cfffcc33cfffcc338fffff321efffc345cff0e355cffffb45cfffff41efffff48fffeff4cfb0efb400050005,555555555555555555500555551aa455558ff25551effb4551e3eb4551e3eb4551e3eb4551e3cb4551effb45558ff255551aa455555005555555555555555555,555555555555555555100555550aa455550ff455518ff2555183e2555183e2555183e2555183c255518ff255550ff455550aa455551005555555555555555555,5555555555555555555005555510a4555510f4555508f255550882555508825555088255550802555508f2555510f4555510a455555005555555555555555555,45100451118ae34450f00b051c00002413055084834551c38044110380441102c0055002c0000002820550c3120410c41c00002450f00a05118af34445100451,208151520002818006a2818002020080060200800802818020028181598589895528189859081818520818069028108528181006200028285528182855281818,08908000602069066028590660a069066062890660a0890608206906a69a5526555555559a656994108180a0060280800602800006028020060280a010898162").split(",");
public const tiles:Array = [];
public var point:Point = new Point();
// Sounds
public var snd:Sound;
public var sndType:int;
public function Main()
{
// config stage
stage.align = StageAlign.TOP_LEFT;
stage.scaleMode = StageScaleMode.NO_SCALE;
stage.quality = StageQuality.LOW;
stage.stageFocusRect = false;
stage.tabChildren = false;
// add custom menu
new CustomMenu(this);
// remove click
this.mouseEnabled = false;
this.mouseChildren = false;
run = false;
// build the Atlas
for (var i:int = 0 ; i < tilesStr.length; i++ )
{
tiles[i] = buildTile( i, false );
}
for (i = 0 ; i < tilesStr.length; i++ )
{
tiles[i+tilesStr.length] = buildTile( i, true );
}
map = new BitmapData(RECT.width, RECT.height, false, 0x999999);
bd = new BitmapData( (SCREENW-1) * 16, (SCREENH-1) * 16 , true, 0xff00cc00); // 240*3 = 720 / 176*3 = 528
// the display
b = new Bitmap(bd);
b.scaleX = b.scaleY = 2;
addChild(b);
// minimap
b = new Bitmap(map);
b.alpha = 2 / 3;
b.x = stage.stageWidth - b.width - 10;
b.y = 10;
addChild(b);
// location square for minimap
s = new Sprite();
s.mouseEnabled = false;
s.graphics.lineStyle(1);
s.graphics.drawRect(0, 0, 14, 7); // 15 & 11
addChild(s);
// score
txt = new TextField();
txt.defaultTextFormat = new TextFormat("Arial", 24, null, true, null,null,null,null, TextFormatAlign.CENTER );
txt.width = 300;
txt.height = 150;
txt.selectable = txt.mouseEnabled = false;
addChild(txt);
SoundMixer.soundTransform = new SoundTransform(.01);
// the sound object
snd = new Sound();
snd.addEventListener(SampleDataEvent.SAMPLE_DATA, gds);
// action listener
addEventListener(Event.ENTER_FRAME, ef);
stage.addEventListener(KeyboardEvent.KEY_DOWN, key);
stage.addEventListener(KeyboardEvent.KEY_UP, key);
}
public function start():void
{
var i:int, j:int, k:int, l:int, m:int;
txt.x = -50;
txt.y = 10;
frame = 0;
camX = 0;
camY = 0;
plX = 48;
plY = 64;
pow = 60;
spdX = 0;
spdY = 0;
dir = 1;
score = 0;
part = [];
map.fillRect(RECT, 0x999999);
// Build level
for (i = 0; i < 400; i++)
{ // Number of platforms
j = (Math.random() * map.width) >> 0; // x
k = ((Math.random() * 95) >> 0) + 5; // y (start at 5 as lowest)
l = (Math.random() * 12) >> 0; // platform length
if (i == 0) // build start platform
{
j = 2;
k = 5;
l = 5;
}
for (m = 0; m < l; m++)
{
map.setPixel(j + m, k, 0);
if (Math.random() < 0.6)
map.setPixel(j + m, k + 1, 0);
}
j = int(Math.random() * 160); // x
k = int(Math.random() * 100); // y
if (i % 3 == 0 && map.getPixel(j, k) == 0x999999) // dont place gold on top of solid ground
map.setPixel(j, k, 0xffff00); // Draw coin
}
run = true;
sndType = 1;
snd.play();
}
public function key(e:KeyboardEvent):void
{
if (e.keyCode == Keyboard.UP)
{
ku = (e.type == KeyboardEvent.KEY_DOWN);
}
if (e.keyCode == Keyboard.LEFT)
{
kl = (e.type == KeyboardEvent.KEY_DOWN);
}
if (e.keyCode == Keyboard.RIGHT)
{
kr = (e.type == KeyboardEvent.KEY_DOWN);
}
if (e.keyCode == Keyboard.ENTER)
{
if (!run)
start();
}
}
// game loop
public function ef(e:Event):void
{
var i:int, j:int, k:int, l:int, m:int, p0:int, p1:int, p2:int, p3:int, t:int, colA:int;
frame++;
var dmg:int = 0; // check if hit by mine
if (ku)
{
spdY -= 1.2;
}
if (pow <= 0 && run)
{
run = false;
sndType = 4;
snd.play();
}
if (kl)
spdX -= 1.2;
if (kr)
spdX += 1.2;
if (spdX < -9)
spdX = -9;
if (spdX > 9)
spdX = 9;
if (spdY < -9)
spdY = -9;
if (spdY > 9)
spdY = 9;
if (!ku)
spdY += 1;
if (!kl && !kr)
spdX *= 0.5;
if (Math.abs(spdY) < 0.5)
spdY = 0;
if (Math.abs(spdX) < 1)
spdX = 0;
if (!run)
{
spdX = 0;
spdY = 0;
}
// Update player position and perform collision detection
if (spdX > 0)
dir = 1;
else if (spdX < 0)
dir = -1;
plX += spdX;
plY += spdY;
// i = x front, j = x back, k = push back
i = (dir == 1) ? 15 : 0;
j = (dir == 1) ? 3 : 12;
k = (dir == 1) ? -15 : 15;
// Check if collision with coin
p0 = (plX + 8) >> 4;
p1 = (plY + 8) >> 4;
if (map.getPixel(p0, p1) == 0xffff00)
{
// Found a coin
sndType = 3;
snd.play();
map.setPixel(p0, p1, 0x999999);
//pow += 15;
score++;
for (l = 0; l < 10; l++)
{
part.push({x: p0 * 16, y: p1 * 16, sx: Math.random() * 30 - 15, sy: Math.random() * 10 - 5, col: 0xbab800, cnt: 8});
}
}
if (map.getPixel(p0, p1) == 0xff0000)
{
map.setPixel(p0, p1, 0x999999);
pow -= 15;
dmg = 1;
// Explosion
for (l = 0; l < 30; l++)
{
part.push({x: p0 << 4, y: p1 << 4, sx: Math.random() * 30 - 15, sy: Math.random() * 30 - 15, col: 0, cnt: 16});
}
sndType = 4;
snd.play();
}
// Check every corner of the sprite, if 0 then we are inside something solid
p0 = map.getPixel( int( (plX+i) >> 4 ), int( plY >> 4 ) ); // front head
p1 = map.getPixel( int( (plX+i) >> 4 ), int( (plY+15) >> 4 ) ); // front foot
p2 = map.getPixel( int( (plX+j) >> 4 ), int( plY >> 4 ) ); // back head
p3 = map.getPixel( int( (plX + j) >> 4 ), int( (plY + 15) >> 4 ) ); // back foot
if ( spdY < 0 )
{
// Jumping, check head
if ( p2 == 0 )
{
plY = (int( plY >> 4 ) << 4) + 16;
spdY = 0;
}
if ( p1 == 0 )
{
plX = (int( (plX+i) >> 4 ) << 4) + k// move back
spdX = 0;
}
if ( p0 == 0 && ( p2 != 0 && p1 != 0 ) )
{
// ouch, down or back?!?
if ( spdY >= 0 || ((plY) % 16) < 11 )
{
plX = (int( ( plX ) >> 4 ) << 4) + j// move back
spdX = 0;
}
else
{
plY = (int( (plY + 15) >> 4 )) << 4;// move down
spdY = 0;
}
}
// Jumping / pooping :)
if ( spdY < -3 )
{
part.push( { x:plX + Math.random() * 12 + 4 , y:plY + 15, sx:Math.random() * 4 - 2 + spdX * 0.5, sy:Math.random() * 4 + 1, col:0x6316128, cnt:4 } );
}
}
else
{
if ( p0 == 0 )
{
plX = (int( (plX+i) >> 4 ) << 4) + k// move back
spdX = 0;
}
if ( p3 == 0 )
{
plY = (int( (plY + 15) >> 4 ) << 4) - 16// move up
spdY = 0;
}
if ( p1 == 0 && ( p0 != 0 && p3 != 0) )
{
// ouch, up or back?!?
if ( spdY == 0 || ((plY + 15) % 16) > 8 )
{
plX = (int( ( plX ) >> 4 ) << 4) + j// move back
spdX = 0;
}
else
{
plY = (int( (plY + 15) >> 4 ) << 4) - 16// move up
spdY = 0;
}
}
}
// Update camera pos from player pos - with smoothing
camX = camX + (((plX - OFFSETX) - camX) * 0.3);
camY = camY + (((plY - OFFSETY) - camY) * 0.3);
// 2560
if (camX < 0)
camX = 0;
if (camX > CAM_MAXX)
camX = CAM_MAXX;
if (camY < 0)
camY = 0;
if (camY > CAM_MAXY)
camY = CAM_MAXY;
// Update map position
mx = camX >> 4;
my = camY >> 4;
// Position the rectangle in the mini-map
s.x = b.x + mx;
s.y = 10 + my;
txt.text = "ENERGY: " + int(pow) + "\nSCORE: " + score;
// Render bitmap
bd.lock();
var rect:Rectangle = new Rectangle(0, 0, 240, 176);
if (run)
if (!dmg)
bd.fillRect(rect, 0xffffffff);
else
bd.fillRect(rect, 0xffff0000);
else
{
bd.fillRect(rect, 0xffffffff);
txt.x = 10;
txt.y = 10;
frame--;
txt.text = " FINAL SCORE " + score + "\n\nPRESS ENTER TO START";
if (frame == 0)
txt.text = "PRESS ENTER TO START";
}
var bol:Boolean = false;
for (i = 0 ; i < SCREENH ; i++)
{
for (j = 0 ; j < SCREENW ; j++)
{
p0 = map.getPixel(mx + j, my + i);
bol = false;
if (p0 != 0x999999)
{
if (run)
colA = 0;
else
colA = 4;
p1 = map.getPixel(mx + j, my + i - 1);
if (p0 == 0xffff00) // found a gold coin
{
var coin:Array = [8, 9, 10, 10, 9];
t = coin[ (frame >> 2) % 4];
bol = ( (frame >> 2) % 4) > 2;
colA = 8;
}
else if (p0 == 0xff0000) // found a mine
{
t = 11;
colA = (frame % 2 == 0) ? 12 : 16;
}
else if (p1 == 0)
{
t = 2;
}
else
{
p2 = map.getPixel(mx + j - 1, my + i);
p3 = map.getPixel(mx + j + 1, my + i);
if (p2 == 0 && p3 == 0)
{
t = 0;
}
else if (p2 != 0 && p3 != 0)
{
t = 3;
}
else
{
if (p2)
t = 1;
else
{
t = 1;
bol = true;
}
}
}
var val:int = bol ? 14 : 0;
drawTo(j * 16 - camX % 16, i * 16 - camY % 16, tiles[t + val]);
}
}
}
// Render particles
var p:Object;
for (i = 0; i < part.length; i++)
{
p = part[i];
bd.setPixel(p.x - camX, p.y - camY, p.col);
p.x += p.sx;
p.y += p.sy;
p.sx *= 0.7;
p.sy *= 0.7;
if (p.cnt-- == 0)
part.splice(i, 1);
}
// Render player (frame depending on speed)
if (spdY == 0 && spdX == 0)
{
t = 4;
}
else
{
if (spdY < 0)
t = 7;
else if (spdY > 0)
{
t = 6;
}
else
{
t = (frame >> 2) % 4 + 5;
if (t == 8)
t = 6;
}
}
val = (dir < 0) ? 14 : 0;
drawTo(int(plX - camX), int(plY - camY), tiles[t+val]);
// Spawn objects, coins or mines
if (run)
{
if (frame % 100 == 0)
{
j = int(Math.random() * 160); // x
k = int(Math.random() * 100); // y
if (map.getPixel(j, k) == 0x999999) // dont place gold on top of solid ground
map.setPixel(j, k, 0xffff00); // Draw coin
}
if (frame > 450 && frame % 6 == 0)
{
j = int(Math.random() * 160); // x
k = int(Math.random() * 100); // y
map.setPixel(j, k, 0xff0000); // Mines go everywhere - even inside solid ground
}
}
else
{
// game title
drawTo(100, 52, tiles[12]);
drawTo(116, 52, tiles[13]);
}
bd.unlock();
}
[Inline]
final public function drawTo(x:int, y:int, bmd:BitmapData):void
{
point.x = x;
point.y = y;
bd.copyPixels( bmd, bmd.rect, point,null,null,true);
}
public function buildTile(idx:int, inv:Boolean):BitmapData
{
var bd:BitmapData = new BitmapData(16, 16, true, 0x0);
var n:int, o:int, q:int, col:int, px:int, py:int;
var ca:int;
var str:String = tilesStr[idx];
if (idx == 0 || idx == 1 || idx == 2 || idx == 3) {
// frame tuile / gris
ca = 0;
}else if (idx == 4 || idx == 5 || idx == 6 || idx == 7) {
// frames perso / noir
ca = 20;
}else if (idx == 8 || idx == 9 || idx == 10) {
// frames pieces / jaune
ca = 8;
}else if(idx == 11){
// frames bombes / rouge
ca = 16;
}else {
ca = 20;
}
var colors:Array = [0xff000000, 0xff606060, 0xffb0b0b0, 0xffffffff, 0xff000000, 0xffFEB0B1, 0xffcc0000, 0, 0xff3e4000, 0, 0xffaba000, 0xfffff568, 0xff000000, 0, 0xff000000, 0xffff0000, 0xff000000, 0, 0xffff0000, 0xff000000, 0xff000000, 0, 0xffb0b0b0, 0xffffffff];
for (n = 0; n < 128; n++)
{
for (o = 0; o < 2; o++)
{
q = (n * 2 + o);
col = colors[ca + (uint("0x" + str.charAt(n)) >> (o * 2) & 0x3)];
if (col != 0)
{
if (!inv)
{
px = q % 16;
}
else
{
px = 15 - (q % 16);
}
bd.setPixel32(px, (q >> 4), col);
}
}
}
return bd;
}
public function gds(e:SampleDataEvent):void
{
//generate dynamic sound
// where, in time, the sound begins and ends, this affects the where on the sine curve the sound will start playing.
var i:int;
var beginAt:int = 100;
var endAt:int = 5000;
var hz:Number = 44.1;
var r:Number = (e.position / hz) + beginAt;
var pitch:int = 1000;
var flt:Number = .0;
var L:int = 8001;
var f:Number;
for (i = 0; i < 4096; i++)
{
if (sndType == 1)
{
beginAt = 100;
endAt = 2000
pitch = 1000
r = (e.position / hz) + beginAt;
if (r < endAt)
{
f = (e.position / hz) + L / 2; //time elapsed + 300 to offset the sound
flt = Math.sin((Number(i) / Math.PI / (1 - (r / pitch)) / 15)) * 40000;
}
}
if (sndType == 3)
{
beginAt = 850;
endAt = 920;
hz = 44.1;
L = 1000;
pitch = 1000
r = (e.position / hz) + beginAt;
if (r < endAt)
{
f = (e.position / hz) + L / 2; //time elapsed + 300 to offset the sound
flt = Math.tan(Number(i) / Math.PI / (1 - (r / pitch)) / 80) * 40000;
}
}
if (sndType == 4)
{
beginAt = 500;
endAt = 920;
hz = 44.1;
L = 1000;
pitch = 1000;
r = (e.position / hz) + beginAt;
if (r < endAt)
{
f = (e.position / hz) + L / 2; //time elapsed + 300 to offset the sound
flt = Math.tan(Number(i) / Math.PI / (0 - (r / pitch)) / 80) * 40000;
}
}
if (r <= endAt)
{
e.data.writeFloat(flt);
}
}
}
}
}
import flash.display.Sprite;
import flash.events.ContextMenuEvent;
import flash.net.navigateToURL;
import flash.net.URLRequest;
import flash.ui.ContextMenu;
import flash.ui.ContextMenuItem;
internal class CustomMenu
{
private const NAME:String = "4K0ins";
public function CustomMenu(ref:Sprite):void
{
var appContextMenu:ContextMenu = new ContextMenu;
appContextMenu.hideBuiltInItems();
var cmi:ContextMenuItem = new ContextMenuItem(NAME);
var credits:ContextMenuItem = new ContextMenuItem("by YopSolo");
appContextMenu.customItems.push(cmi);
appContextMenu.customItems.push(credits);
cmi.addEventListener(ContextMenuEvent.MENU_ITEM_SELECT, _onClickCollection);
credits.addEventListener(ContextMenuEvent.MENU_ITEM_SELECT, _onClickCredits);
ref.contextMenu = appContextMenu;
}
private function _onClickCollection(e:ContextMenuEvent):void
{
navigateToURL(new URLRequest('http://www.yopsolo.fr/wp/2014/10/30/4k-plateformer/'), '_blank');
}
private function _onClickCredits(e:ContextMenuEvent):void
{
navigateToURL(new URLRequest('http://www.yopsolo.fr'), '_blank');
}
}