Ghost4Koin トランザムモード
亜音速を超えろ!!
/**
* Copyright 39vxJe1jmy ( http://wonderfl.net/user/39vxJe1jmy )
* MIT License ( http://www.opensource.org/licenses/mit-license.php )
* Downloaded from: http://wonderfl.net/c/plgh
*/
// forked from tommysalo's Ghost4Koin
package
{
import flash.display.Bitmap;
import flash.display.BitmapData;
import flash.display.Sprite;
import flash.geom.Rectangle;
import flash.media.*;
import flash.text.TextField;
/**
* This is our (Team Isotop Team) entry in the 4k-
* competition held at gamepoetry
* @author Tommislav
*/
[SWF(width="465", height="465", backgroundColor="0xffffff", frameRate="999999999")]
public class Main extends Sprite
{
public var frame:uint;
public var run:*; // Game is running
public var score:int;
public var part:Array = [];
public var t:int;
// cameraX, cameraY (Numbers)
public var camX:* = 0;
public var camY:* = 0;
// mapX, mapY
public var mx:int;
public var my:int;
public var s:*;
// keyDown
public var ku:Boolean;
public var kl:Boolean;
public var kr:Boolean;
// Player variables
public var plX:* = 138;
public var plY:* = 52;
public var spdX:* = 0;
public var spdY:* = 0;
public var pow:*;
public var dir:int = 1;
public var txt:*;
public var map:BitmapData;
public var bd:BitmapData;
// Sounds
public var snd:*;
public var sndType:*;
public final function Main():*
{
init();
}
public final function init():*
{
stage.scaleMode = "noScale";
run = false;
map = new BitmapData( 160, 100, true, 0xaa999999 );
bd = new BitmapData( 240, 176, true, 0xff00cc00 );
var b:* = new Bitmap( bd );
b.scaleX = b.scaleY = 2;
addChild( b );
b = new Bitmap( map );
addChild( b );
b.x = 306;
s = new Sprite();
s.graphics.lineStyle( 1, 0 );
s.graphics.drawRect( 0, 0, 15, 11 );
addChild( s );
txt = new TextField();
txt.width = 250;
txt.height = 100;
addChild(txt);
addEventListener( "enterFrame", ef );
stage.addEventListener( "keyDown", key );
stage.addEventListener( "keyUp", key );
snd = new Sound();
snd.addEventListener('sampleData', gds);
}
public function start():* {
var i:int, j:int, k:int, l:int, m:int;
txt.x = 0;
txt.y = 0;
frame = 0;
s.x = 482;
s.y = 0;
camX = 0;
camY = 0;
plX = 48;
plY = 64;
pow = 60;
spdX = 0;
spdY = 0;
dir = 1;
score = 0;
part = [];
map.fillRect( new Rectangle( 0, 0, 160, 100 ), 0x99999999 );
// Build level
for ( i = 0; i < 400; i++ ) { // Number of platforms
j = int( Math.random() * 160 ); // x
k = int( Math.random() * 95 ) + 5; // y (start at 5 as lowest)
l = int( Math.random() * 12 ); // 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 final function key(e:*):*
{
// keyDown, keyUp
if (e.keyCode == 38) {
ku = ( e.type == "keyDown" );
}
if (e.keyCode == 37) {
kl = ( e.type == "keyDown" );
}
if (e.keyCode == 39) {
kr = ( e.type == "keyDown" );
}
if ( e.keyCode == 13 )
{
if ( !run )
start();
}
}
public final function ef( e:* ):*
{
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 a:* = ("0000000055555555aaaaaaaaffffffffffffffffaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa9aa19aa14a604a60051005100004000410051005,ff700000f3055555f49aaaaa39ffffff3dffffff1efaaaaa0eaaaaaa0aaaaaaa0aaaaaaa0aaaaaaa0aaaaaaa06aa9aa106824a6001010510040000043c101005,064506458515851585108510851a851a15851585158515855065506550655065064506458515851585108510851a851a15851585158515855065506550655065,f100004f1455551449aaaa614effffb14ffffff14fbaaef14baaaae14aaaaaa14aaaaaa14aaaaaa14aaaaaa146aaaa91468aa29141055041040000103c10043c,5500045551eff24558ffff255cffff355cffffb41fff33b41fff33f41fff33f41ffffff41efff3f41ecf38f410effff41efffff41fffeff41ef28ff450041005,55500455550ef24551efff2551ffff3558ffffc45cffffc45cfcffc45cf3fff45cf3fff458f8ff34580ef3845cfffff41efffff48fffeff4cfb0efb400050005,5555555555100455518ff25558ffff451effff451fffb335cfff3334cfffb332cfefff338fcff3331ecf383210ffff2551fffb4551fff35551eff25555000455,55100555518fb05558fffb4510ffff048fffcc23cfffcc33cfffcc338fffff321efffc345cff0e355cffffb45cfffff41efffff48fffeff4cfb0efb400050005,555555555555555555500555551aa455558ff25551effb4551e3eb4551e3eb4551e3eb4551e3cb4551effb45558ff255551aa455555005555555555555555555,555555555555555555100555550aa455550ff455518ff2555183e2555183e2555183e2555183c255518ff255550ff455550aa455551005555555555555555555,5555555555555555555005555510a4555510f4555508f255550882555508825555088255550802555508f2555510f4555510a455555005555555555555555555,45100451118ae34450f00b051c00002413055084834551c38044110380441102c0055002c0000002820550c3120410c41c00002450f00a05118af34445100451,208151520002818006a2818002020080060200800802818020028181598589895528189859081818520818069028108528181006200028285528182855281818,08908000602069066028590660a069066062890660a0890608206906a69a5526555555559a656994108180a0060280800602800006028020060280a010898162").split(",");
var dmg:int = 0; // check if hit by mine
pow-= 0.1;
// Check keys and update speed and player position
if ( ku )
{
spdY -= 1.2;
pow-= 0.6;
}
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 = Math.floor( (plX + 8) / 16 );
p1 = Math.floor( (plY+8) / 16 );
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 * 16 , y:p1 * 16, 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( Math.floor( (plX+i) / 16 ), Math.floor( plY / 16 ) ); // front head
p1 = map.getPixel( Math.floor( (plX+i) / 16 ), Math.floor( (plY+15) / 16 ) ); // front foot
p2 = map.getPixel( Math.floor( (plX+j) / 16 ), Math.floor( plY / 16 ) ); // back head
p3 = map.getPixel( Math.floor( (plX+j) / 16 ), Math.floor( (plY+15) / 16 ) ); // back foot
if ( spdY < 0 )
{
// Jumping, check head
if ( p2 == 0 )
{
plY = Math.floor( plY / 16 ) * 16 + 16;
spdY = 0;
}
if ( p1 == 0 )
{
plX = Math.floor( (plX+i) / 16 ) * 16 + k// move back
spdX = 0;
}
if ( p0 == 0 && ( p2 != 0 && p1 != 0 ) )
{
// ouch, down or back?!?
if ( spdY >= 0 || ((plY) % 16) < 11 )
{
plX = Math.floor( ( plX ) / 16 ) * 16 + j// move back
spdX = 0;
}
else
{
plY = Math.floor( (plY + 15) / 16 ) * 16// 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 = Math.floor( (plX+i) / 16 ) * 16 + k// move back
spdX = 0;
}
if ( p3 == 0 )
{
plY = Math.floor( (plY + 15) / 16 ) * 16 - 16// move up
spdY = 0;
}
if ( p1 == 0 && ( p0 != 0 && p3 != 0) )
{
// ouch, up or back?!?
if ( spdY == 0 || ((plY + 15) % 16) > 8 )
{
plX = Math.floor( ( plX ) / 16 ) * 16 + j// move back
spdX = 0;
}
else
{
plY = Math.floor( (plY + 15) / 16 ) * 16 - 16// move up
spdY = 0;
}
}
}
// Update camera pos from player pos - with smoothing
camX = camX + (((plX - 136) - camX) * 0.3);
camY = camY + (((plY - 88) - camY ) * 0.3);
if ( camX < 0 ) camX = 0;
if ( camX > 2320 ) camX = 2320;
if ( camY < 0 ) camY = 0;
if ( camY > 1424 ) camY = 1424;
// Update map position
mx = Math.floor( camX / 16 );
my = Math.floor( camY / 16 );
// Position the rectangle in the mini-map
s.x = 306+mx;
s.y = my;
txt.text = "ENERGY: " + int(pow) + "\nSCORE: " + score;
// Render bitmap
bd.lock();
if ( run )
if ( !dmg )
bd.fillRect( new Rectangle( 0, 0, 240, 176 ), 0xffffffff );
else
bd.fillRect( new Rectangle( 0, 0, 240, 176 ), 0xffff0000 );
else
{
bd.fillRect( new Rectangle( 0, 0, 240, 176 ), 0xfff00000 );
txt.x = 180;
txt.y = 145;
frame--;
txt.text = " FINAL SCORE: " + score + "\nPRESS ENTER TO START";
if ( frame == 0 )
txt.text = "PRESS ENTER TO START\n\nCollect coins to gain energy.\nFlying requires more energy so\n take it easy !";
}
var bol:* = false;
for ( i = 0; i < 12; i++ ) {
for ( j = 0; j < 16; 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:*= [8, 9, 10, 10, 9];
t = coin[frame % 4];
if ( frame % 4 > 2 ) bol = true;
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;
}
}
}
drawTo( j * 16 - camX % 16, i * 16 - camY % 16, a[t], colA, bol );
}
}
}
// Render particles
var p:*;
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 % 4 + 5;
if (t == 8) t = 6;
}
}
drawTo( int(plX - camX), int(plY - camY), a[t], 20, (dir < 0) );
// 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
{
drawTo( 100, 52, a[12], 8, false );
drawTo( 116, 52, a[13], 8, false );
}
bd.unlock();
}
public final function drawTo( x:int, y:int, str:*, ca:int, inv:* ):void
{
var n:int, o:int, q:int, col:int, px:int, py:int;
var colors:* = [0xff000000, 0xff606060, 0xffb0b0b0, 0xffffffff,0xff000000, 0xffFEB0B1, 0xffcc0000, 0, 0xff3e4000, 0, 0xffaba000, 0xfffff568, 0xff000000, 0, 0xff000000 , 0xffff0000, 0xff000000, 0, 0xffff0000 , 0xff000000, 0xff000000, 0, 0xffb0b0b0, 0xffffffff];
if ( !run )
colors[ca] = Math.random() * 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( x + px, y + (Math.floor( q / 16 )), col );
}
}
}
}
public final function gds(e:*):* {//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:* = 44.1;
var r:* = (e.position / hz) + beginAt;
var pitch:int = 1000;
var flt:* = 0;
var L:int = 8001;
var f:*;
/*
The minimum is 512, but causes processor hit, maximum 8192 faster to process.
*/
for (i = 0; i < 4096; i++) {
if(sndType == 1){
//evt.data.writeFloat(eq5(i, evt, 1, r / brighten));
beginAt = 100;
endAt = 2000
pitch = 1000
r = (e.position / hz) + beginAt;
if (r < endAt) {
//trace(e.position / hz);
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 == 2) {
//beginAt = 100;
//endAt = 5000;
//r = (e.position / hz) + beginAt;
//if (r < endAt) {
//trace(e.position / hz);
//f = (e.position / hz) + L/2//time elapsed + 300 to offset the sound
//flt = Math.tan((Number(i) / Math.PI / (1 - (r / pitch)) / 20)) * 15;
//}
}
if (sndType == 3) {
//pitch = 1000
beginAt = 850;
endAt =920;
hz = 44.1;
L = 1000;
pitch = 1000
//acc += 60;
r = (e.position / hz) + beginAt;
//trace(e.position);
if (r < endAt) {
//trace(r);
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) {
//pitch = 1000
beginAt = 500;
endAt =920;
hz = 44.1;
L = 1000;
pitch = 1000
//acc += 60;
r = (e.position / hz) + beginAt;
//trace(e.position);
if (r < endAt) {
//trace(r);
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);
}
}
}
}
}