forked from: WonderShmup
/**
* Copyright krapotto ( http://wonderfl.net/user/krapotto )
* MIT License ( http://www.opensource.org/licenses/mit-license.php )
* Downloaded from: http://wonderfl.net/c/qKZO
*/
// forked from Hasufel's WonderShmup
package {
//**********************************************************************************
//WonderShmup
//@by Hasufel 2010 for Wonderfl
//A two nights exercise with Vectors, SetPixels, and Particles
//Who said Flash shmups can't be played on netbooks?
//**********************************************************************************
import flash.display.StageQuality;
import flash.display.StageAlign;
import flash.display.StageScaleMode;
import flash.display.Loader;
import flash.display.Sprite;
import flash.display.BitmapData;
import flash.display.Bitmap;
import flash.geom.Rectangle;
import flash.geom.Point;
import flash.geom.Matrix;
import flash.events.Event;
import flash.events.KeyboardEvent;
import flash.events.MouseEvent;
import flash.filters.BlurFilter;
import flash.utils.ByteArray;
import flash.utils.Timer;
import flash.utils.getTimer;
[SWF(width="240", height="320", backgroundColor="0x0", frameRate="60")]
public class WonderShmup extends Sprite {
private const stageH:int = stage.stageHeight;
private const stageW:int = stage.stageWidth;
private const stageH2:int = Math.round(stage.stageHeight/2);
private const stageW2:int = Math.round(stage.stageWidth/2);
private const point:Point = new Point();
private const stageRect:Rectangle = new Rectangle(0, 0, stageW, stageH);
private const blurFilter:BlurFilter = new BlurFilter(2,2,2);
private const graphicsData:Array = ["47494638396108000800a20700ff0077ffeeffff77ccffaaeeff2288ff55aaffbbffffffff21f90401000007002c000000000800080000031b780aa03b218c064c102218000b2185d47de164611a955d8dc33809003b",
"4749463839611e002200c41700170d11690710ff0825785b6a8a0506b29da9503441f20204a90404ff0853c7030b627f1dfdb31ffdcf67e7e4eaa8c459fde292fdaa00482d2d0e0504715556dfffa0af9a9cffffff00000000000000000000000000000000000000000000000021f90401000017002c000000001e0022000005ffe0258e24c94465aaae17d334282ba70c04c5737e0d4531e8bac262f103ca0405c763a030b2048bca63d174aa128be9e2604d21b0890335d0dd39060884a26008b87906271b900020d80800d250040e1c07750a090a047a0105007206097507150b8602040671460681750f610b7a0401967e8d010081850001a74e070209a0ac696d079f4e15020288b300040501b30b40800fb78888030003a9040b017d2c0602c3adc90e89d004cb9439ac0fc38e8d0a9e43b42bb7acb7dd15a9090208015ad8866a260d02070a8ce8ea0ab7ee53d879762168c0a0450308f77c1460d72a553f5f0007f009800002418309253aa856ed409a350ef81c9b38b0e0887b8600731850e9c3d78166bd5001984900410a010a0e2824700ccd4c043d41ad0c5033852f003e1cdc99c99469019e12779131ba03d346640e70cea9464991221616285c983041828583162950207b216c0e0923244ca861030283b271ad4888801606dc32222c18bc2816f088080c4e184e1101c78c10003b",
"4749463839610c000c00d52500ffeed1ffd2a2fffaf2ffde92ffc879ff9c48ffecbcf79e94ffecbbfd8f1ffd901fff9146ffa248ff9847ffa028f96015ffd644f67440ffc581fff1b6ffef6fff9b49f77742fe6d2bfff9a7ffb134ffc436ffe280ff8b1bff9e23ffc883f97b1cfff88ff94e21ffa24dfff1a3fa9f94ffffff00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000021f90401000025002c000000000c000c0000064ec01281502a1a87c5c1c068549604088380099502262300f39a0d803001a617eca16c24ccf25904d154986c3723e32830e7f54687b360eaf9160a09114c8183070f1f244c888a2521174c45902541003b",
"4749463839611c001f00b30f0000204a615f5a1038634882ad39383168a1cea1a19c205784f1f0ef91c1ef810100b9e9ffd95700101119f99a00ffffff21f9040100000f002c000000001c001f000004fff0c949a73135eb8dd0fe5b401001684ec47110e73924c9d082c1b02c43396b42a10e821de5f238000201c0e141dc5d084098604068b60297802021d80ab006dd29d0d126545c3242bc39148e8063215198179270dfe60520001804090b750b09040c7d00311b5d037d045f1d6502230040411a07830b00770871716b6f9b4b19036e744606a0a0aba83e3212050f03b5a08e49080aa0498e71b53205c1036f1771490abbc771c6c2b3c404755f234901ca710ad5d43d05d1945b726eaac9c9ae3e778adf70027d029fb80c0e0e0cbd00089400ecd57049ee53062490883000e41e1c3f221e30cb87e0408e5eb86a1c30b80ac0031628183aacd885d929831841351870e72685428b2b7cdcc3f0014a8c376c92088b115243a75b35a1807a03221f800bec28e4331614c497060dd848088054cb097695323ccad702d406ab192200003b",
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b0fa3c3cc712c396235e7e617408e522de7d3c352fe37e24b221b19e8227fdab2f0a36003a3d77f92fe4fcc83c2736c0b6da3753b64ecdf8932ad8c8dc3b051a5d119f04a76c0d929ec07d1216e3946f88fdf74be480af9cf3bf833957aea6f3f7fecfaffe5a68b95fa18e3ffa24fab41fc7f3eee340376d6c56e9f7ffef4bf020c00362b5c228de1cf660000000049454e44ae426082"];
private const backgroundBmd:BitmapData = new BitmapData(stageW,stageH,true,0x0FFFFFF);
private const bmd:BitmapData = new BitmapData(stageW,stageH,true,0x00FFFFFF);
private const bmdShip:BitmapData = new BitmapData(stageW,stageH,true,0x00FFFFFF);
private const shipBmd:BitmapData = new BitmapData(stageW,stageH,true,0x00FFFFFF);
private const shipBmp:BitmapData = new BitmapData(30,34,true,0x00FFFFFF);
private const shipRect:Rectangle = new Rectangle(0, 0, 30, 34);
private const ennemyBmd:BitmapData = new BitmapData(stageW,stageH,true,0x00FFFFFF);
private const effectsBmd:BitmapData = new BitmapData(stageW,stageH,true,0x00FFFFFF);
private const ennemyBmp:BitmapData = new BitmapData(28,31,true,0x00FFFFFF);
private const ennemyRect:Rectangle = new Rectangle(0, 0, 28, 31);
private const shipBulBmp:BitmapData = new BitmapData(12,12,true,0x00FFFFFF);
private const shipBulRect:Rectangle = new Rectangle(0, 0, 12, 12);
private const bulBmp:BitmapData = new BitmapData(8,8,true,0x00FFFFFF);
private const bulRect:Rectangle = new Rectangle(0, 0, 8, 8);
private const fontBmp:BitmapData = new BitmapData(288,8,true,0x00FFFFFF);
private const infosBmd:BitmapData = new BitmapData(stageW,stageH,true,0x00FFFFFF);
private const titleScreenBmp:BitmapData = new BitmapData(197,19,true,0x00FFFFFF);
private const titleScreenRect:Rectangle = new Rectangle(0, 0, 197, 20);
private const starsCols:Array = [0xffffffff,0xffffcdff,0xffbebebe,0xffc7c7c7,0xffaaaaaa];
private const stagesDescription:Array = [[3,0,"testing ground"],[10,0,"warm up"],[30,0,"you will slalom"],[3,1,"wtf shields"],[10,1,"round and round"],[20,1,"life aint easy"],[40,1,"dodge this human"]];
private const starsNum:int = 100; //can be pushed up to 10000 on a 1ghz cpu without slowdown
private const spd:int = 10; //speed of player bullets in pixels/move
private const bulletFrequence:int = 70; //frequency of bullets in ms
private const kd:Object = {37:goLeft,39:goRight,38:goUp,40:goDown,32:goFire};
private const ko:Object = {37:unlockHorizontal,39:unlockHorizontal,38:unlockVertical,40:unlockVertical,32:unlockFire};
private const friction:Number = .9; //friction of ship
private var stars:Vector.<Particle> = new Vector.<Particle>(starsNum, true);
private var ennemyBullets:Vector.<Particle>;
private var shipBullets:Vector.<Particle>;
private var impactParticles:Vector.<Particle>;
private var ennemies:Vector.<Particle>;
private var angle:int;
private var lockVertical:Boolean;
private var keyVertical:int;
private var lockHorizontal:Boolean;
private var keyHorizontal:int;
private var lockFire:Boolean;
private var bulletTimer:uint;
private var titleTimer:uint;
private var titleDisplay:int;
private var titleBlinkDelay:int = 1000;
private var stageInfosTimer:uint;
private var stageTimer:uint;
private var stageTimeBonus:int;
private var stageInfosDelay:int = 3000;
private var gameFinishedTimer:uint;
private var gameFinishedDelay:int = 10000;
private var currentStage:int;
private var score:int;
private var shipVx:Number;
private var shipVy:Number;
private var shipX:Number;
private var shipY:Number;
private var shipLife:int;
private var shipVel:int = 3;
private var loader:Loader;
private var assetsMemoryBank:Array=[];
private var assetsNum:int = 0;
public function WonderShmup() {
Wonderfl.capture_delay(20);
setProps(stage, {quality:StageQuality.LOW,scaleMode:StageScaleMode.NO_SCALE,align:StageAlign.TOP_LEFT});
prepareAsset(0);
}
private function prepareAsset(n:int):void{
var bytes:ByteArray = new ByteArray();
var data1:Array=graphicsData[n].split("");
var data2:Array=[];
var d1l:int = data1.length;
for (var i:int=0;i<d1l;i+=2){
data2.push("0x"+data1[i]+data1[i+1]);
}
var d2l:int = data2.length;
for (var j:int=0;j<d2l;j++){
bytes[j] = data2[j];
}
loader = new Loader();
loader.contentLoaderInfo.addEventListener(Event.COMPLETE,assetsLoaded);
loader.loadBytes(bytes);
}
private function assetsLoaded(event:Event):void {
assetsMemoryBank.push(loader.content);
assetsNum++;
if (assetsNum<graphicsData.length) {prepareAsset(assetsNum);}
else {initGame();}
}
private function initGame():void{
//prepare bitmapdatas
bulBmp.draw(assetsMemoryBank[0].bitmapData,new Matrix());
shipBmp.draw(assetsMemoryBank[1].bitmapData,new Matrix());
shipBulBmp.draw(assetsMemoryBank[2].bitmapData,new Matrix());
ennemyBmp.draw(assetsMemoryBank[3].bitmapData,new Matrix());
fontBmp.draw(assetsMemoryBank[4].bitmapData,new Matrix());
titleScreenBmp.draw(assetsMemoryBank[5].bitmapData,new Matrix());
//stars/background layer
addChild(new Bitmap(backgroundBmd)) as Bitmap;
//ship layer
addChild(new Bitmap(shipBmd)) as Bitmap;
//ennemies layer
addChild(new Bitmap(ennemyBmd)) as Bitmap;
//effects layer
addChild(new Bitmap(effectsBmd)) as Bitmap;
//ennemy bullets layer
addChild(new Bitmap(bmd)) as Bitmap;
//ship bullets layer
addChild(new Bitmap(bmdShip)) as Bitmap;
//infos layer
addChild(new Bitmap(infosBmd)) as Bitmap;
//prepare stars/background
for (var i:int=0;i<starsNum;i++){
createStar(randomNumber(0,stageW),randomNumber(0,stageH),0,randomNumber(1,5),i);
}
titleScreen();
}
private function titleScreen():void{
titleTimer = getTimer();
titleDisplay = 1;
currentStage = -1;
shipLife = 10;
score = 0;
stageTimeBonus = 0;
stage.addEventListener(MouseEvent.CLICK,startGame);
addEventListener(Event.ENTER_FRAME,titleLoop);
}
private function backToTitleScreen(e:Event):void{
removeEventListener(Event.ENTER_FRAME,gameLoop);
stage.removeEventListener(MouseEvent.CLICK, backToTitleScreen);
clearGameStage();
titleScreen();
}
private function titleLoop(e:Event):void{
infosBmd.lock();
infosBmd.fillRect(stageRect,0x00000000);
infosBmd.copyPixels(titleScreenBmp,titleScreenRect,new Point(Math.round(stageW2-titleScreenBmp.width/2),30));
var z:BitmapData = displayText("dodge da bullet human");
var zRect:Rectangle = new Rectangle(0, 0, z.width, z.height);
infosBmd.copyPixels(z,zRect,new Point(Math.round(stageW2-z.width/2),50));
if (titleDisplay == 1){
var a:BitmapData = displayText("click to start");
var aRect:Rectangle = new Rectangle(0, 0, a.width, a.height);
infosBmd.copyPixels(a,aRect,new Point(Math.round(stageW2-a.width/2),Math.round(stageH2-a.height/2)));
}
if (getTimer() - titleTimer > titleBlinkDelay){
titleTimer = getTimer();
titleDisplay = -titleDisplay;
}
var b:BitmapData = displayText("arrows to move space to fire");
var bRect:Rectangle = new Rectangle(0, 0, b.width, b.height);
infosBmd.copyPixels(b,bRect,new Point(Math.round(stageW2-b.width/2),stageH-b.height-1));
infosBmd.unlock();
starsScroll();
}
private function startGame(e:Event):void{
stage.removeEventListener(MouseEvent.CLICK, startGame);
removeEventListener(Event.ENTER_FRAME,titleLoop);
nextStage();
}
private function stageInfosLoop(e:Event):void{
if (getTimer() - stageInfosTimer > stageInfosDelay){
removeEventListener(Event.ENTER_FRAME,stageInfosLoop);
initKeys();
addEventListener(Event.ENTER_FRAME,gameLoop);
}
else {
infosBmd.lock();
infosBmd.fillRect(stageRect,0x00000000);
var textInfos:Array = ["stage " + (currentStage+1), stagesDescription[currentStage][2], stagesDescription[currentStage][0] + " targets to destroy", "targets shield is " + (stagesDescription[currentStage][1] == 0 ? "inactive" : "active"), "get ready"];
for (var i:int=0;i<textInfos.length;i++){
if (i == 0 && stageTimeBonus>0){
var z:BitmapData = displayText("time bonus " + stageTimeBonus + " points");
var zRect:Rectangle = new Rectangle(0, 0, z.width, z.height);
infosBmd.copyPixels(z,zRect,new Point(Math.round(stageW2-z.width/2),Math.round(stageH2-z.height/2)-120));
}
var a:BitmapData = displayText(textInfos[i]);
var aRect:Rectangle = new Rectangle(0, 0, a.width, a.height);
infosBmd.copyPixels(a,aRect,new Point(Math.round(stageW2-a.width/2),Math.round(stageH2-a.height/2)-100+30*i));
}
infosBmd.unlock();
starsScroll();
}
}
private function gameFinishedLoop(e:Event):void{
infosBmd.lock();
infosBmd.fillRect(stageRect,0x00000000);
if (getTimer() - gameFinishedTimer > gameFinishedDelay){
removeEventListener(Event.ENTER_FRAME,gameFinishedLoop);
clearGameStage();
titleScreen();
}
else {
var textInfos:Array = ["congratulations", "your score is " + score, " ", "wondershmup", "a game by hasufel", "for wonderfl communauty", " ", "thank you for playing", "thank you for sharing", "dodge da bullet human"];
for (var i:int=0;i<textInfos.length;i++){
var a:BitmapData = displayText(textInfos[i]);
var aRect:Rectangle = new Rectangle(0, 0, a.width, a.height);
infosBmd.copyPixels(a,aRect,new Point(Math.round(stageW2-a.width/2),Math.round(stageH2-a.height/2)-140+30*i));
}
}
infosBmd.unlock();
starsScroll();
}
private function nextStage():void{
removeKeys();
removeEventListener(Event.ENTER_FRAME,gameLoop);
//time bonus calculation
if (currentStage>-1){
stageTimeBonus = getTimer()-stageTimer<30000?Math.abs(Math.round((30000-(getTimer()-stageTimer))/100)):0;
score+=stageTimeBonus;
}
initShip();
clearGameStage();
currentStage++;
if (currentStage>stagesDescription.length-1){gameFinishedTimer = getTimer(); addEventListener(Event.ENTER_FRAME,gameFinishedLoop);}
else {
//prepare ennemies
for (var i:int=0;i<stagesDescription[currentStage][0];i++){
createParticle(randomNumber(0,stageW-31),0,0,randomNumber(1,3),4);
}
stageInfosTimer = getTimer();
addEventListener(Event.ENTER_FRAME,stageInfosLoop);
}
}
private function clearGameStage():void{
var layers:Array = [effectsBmd,bmdShip,shipBmd,ennemyBmd,bmd];
for (var i:int;i<layers.length;i++){
layers[i].lock();
layers[i].fillRect(stageRect, 0x00000000);
layers[i].unlock();
}
ennemyBullets = new Vector.<Particle>();
shipBullets = new Vector.<Particle>();
impactParticles = new Vector.<Particle>();
ennemies = new Vector.<Particle>();
}
private function initShip():void{
shipVx = 0;
shipVy = 0;
shipX = stageW2;
shipY = stageH-40;
}
private function gameLoop(e:Event):void{
starsScroll();
//ennemies
var g:int = ennemies.length;
if (g==0 && shipLife){nextStage();return;}
if (stagesDescription[currentStage][1]){
ennemyBmd.applyFilter(ennemyBmd,stageRect,new Point(0,0),blurFilter);
}
ennemyBmd.lock();
if (stagesDescription[currentStage][1]==0){ennemyBmd.fillRect(stageRect,0x00000000);}
var R:Number = .2;
while(g--) {
var l:Particle=ennemies[g];
l.clock = (++l.clock)%200;
l.x = (.5 + R*Math.cos(l.clock*Math.PI/100*3))*stageW;
l.y = (.5 + R*Math.sin(l.clock*Math.PI/100*2))*stageH2;
ennemyBmd.copyPixels(ennemyBmp,ennemyRect,new Point(l.x,l.y), null, null, true); //mergealpha false in default
var dx:int = (shipX+15) - (l.x+10);
var dy:int = shipY - (l.y+20);
var d:Number = Math.sqrt(dx * dx + dy * dy);
if (shipLife && d < 160 && getTimer() - l.t > bulletFrequence/3) {l.t = getTimer(); d/=3; createParticle(l.x+10,l.y+20,dx/d,dy/d,2);}
if (l.x>stageW || l.x<0 || l.y>stageH){
l.y = -30;
l.x = randomNumber(1,stageW-30);
l.vy = randomNumber(1,3);
}
if (l.y>0 && l.y<stageH-31 && testVector(bmdShip.getVector(new Rectangle(l.x,l.y,28,28)))){
l.power--;
if (l.power==0){particlesExplosion(ennemyBmp,5,l.x,l.y,5); ennemies.splice(g,1); score+=100;}
}
}
ennemyBmd.unlock();
//player fires
if (lockFire && (getTimer() - bulletTimer > bulletFrequence)){
bulletTimer = getTimer();
createParticle(shipX+9,shipY,0,-spd*2,1);
}
var q:int = shipBullets.length;
if (q){
bmdShip.lock();
bmdShip.fillRect(stageRect, 0x00000000);
while(q--) {
var s:Particle=shipBullets[q];
//if bullet hits something remove it
if (s.y>0 && testVector(ennemyBmd.getVector(new Rectangle(s.x,s.y,12,12)))){
shipBullets.splice(q,1);
}
else {
s.x+=s.vx;
s.y+=s.vy;
point.x = s.x;
point.y = s.y;
bmdShip.copyPixels(shipBulBmp,shipBulRect,point);
if (s.x>stageW || s.x<0 || s.y>stageH || s.y<-12){shipBullets.splice(q,1);}
}
}
bmdShip.unlock();
}
//ship handling
if (shipLife) {
shipX+=shipVx;
shipY+=shipVy;
if (shipX+30>stageW){shipVx = 0; shipX=stageW-31;}
if (shipX<0){shipVx = 0; shipX=1;}
if (shipY+35>stageH){shipVy = 0; shipY=stageH-35;}
if (shipY<0){shipVy = 0; shipY=1;}
if (!lockHorizontal){
if (shipVx>-.1 && shipVx<.1){
shipVx = 0;
}
else {
shipVx*=friction;
}
}
if (!lockVertical){
if (shipVy>-.1 && shipVy<.1){
shipVy = 0;
}
else {
shipVy*=friction;
}
}
shipBmd.applyFilter(shipBmd,stageRect,new Point(0,0),blurFilter);
shipBmd.lock();
shipBmd.copyPixels(shipBmp,shipRect,new Point(shipX,shipY)); //mergealpha false in default will help us create effect of ship's thrusters. User will notice from time to time black "square" around ship tho.
shipBmd.unlock();
//hit ennemy bullets
if (testVector(bmd.getVector(new Rectangle(shipX+14,shipY+2,2,2)))){
particlesExplosion(bulBmp,5,shipX+14,shipY,2);
shipLife--;
}
//hit ennemy ship
if (testVector(ennemyBmd.getVector(new Rectangle(shipX+14,shipY+2,2,2)))){
shipLife--;
}
if (shipLife<=0){playerDies();return;}
}
var f:int = impactParticles.length;
effectsBmd.lock();
effectsBmd.fillRect(stageRect, 0x00000000);
while(f--) {
var n:Particle=impactParticles[f];
n.x+=n.vx;
n.y+=n.vy;
n.vx*=.95;
n.vy*=.95;
effectsBmd.setPixel32(n.x,n.y,n.col);
if (n.vx+n.vy>-.1 && n.vx+n.vy<.1){impactParticles.splice(f,1);}
}
effectsBmd.unlock();
var o:int = ennemyBullets.length;
bmd.lock();
bmd.fillRect(stageRect, 0x00000000);
while(o--) {
var p:Particle=ennemyBullets[o];
p.x+=p.vx;
p.y+=p.vy;
point.x = p.x;
point.y = p.y;
bmd.copyPixels(bulBmp,bulRect,point,null,null,true);
if (p.x>stageW || p.x<0 || p.y>stageH || p.y<0){ennemyBullets.splice(o,1);}
}
bmd.unlock();
displayInfos();
}
private function starsScroll():void{
//background stars
var r:int = starsNum;
backgroundBmd.lock();
backgroundBmd.fillRect(stageRect,0x00000000);
while(r--) {
var v:Particle=stars[r];
v.y+=v.vy;
backgroundBmd.setPixel32(v.x,v.y,v.c);
if (v.y>stageH){v.y=0;v.x=randomNumber(0,stageW);}
}
backgroundBmd.unlock();
}
private function displayInfos():void{
var a:BitmapData = displayText("energy "+shipLife);
var aRect:Rectangle = new Rectangle(0, 0, a.width, a.height);
if(ennemies){var b:BitmapData = displayText(ennemies.length + " targets remaining");}
var bRect:Rectangle = new Rectangle(0, 0, b.width, b.height);
var c:BitmapData = displayText("stage " + (currentStage+1));
var cRect:Rectangle = new Rectangle(0, 0, c.width, c.height);
var d:BitmapData = displayText("score " + score);
var dRect:Rectangle = new Rectangle(0, 0, d.width, d.height);
infosBmd.lock();
infosBmd.fillRect(stageRect,0x00000000);
infosBmd.copyPixels(a,aRect,new Point(0,stageH-a.height));
infosBmd.copyPixels(b,bRect,new Point(Math.round(stageW2 - b.width/2),0));
infosBmd.copyPixels(c,cRect,new Point(Math.round(stageW - c.width),stageH-c.height));
infosBmd.copyPixels(d,dRect,new Point(0,stageH-d.height*2));
if (shipLife==0){
var z:BitmapData = displayText("game over");
var zRect:Rectangle = new Rectangle(0, 0, z.width, z.height);
infosBmd.copyPixels(z,zRect,new Point(Math.round(stageW2-z.width/2),Math.round(stageH2-z.height/2)-10));
var y:BitmapData = displayText("click to continue");
var yRect:Rectangle = new Rectangle(0, 0, y.width, y.height);
infosBmd.copyPixels(y,yRect,new Point(Math.round(stageW2-y.width/2),Math.round(stageH2-y.height/2)+10));
}
infosBmd.unlock();
}
private function playerDies():void{
removeKeys();
shipLife=0;
shipBmd.fillRect(stageRect,0x00000000);
particlesExplosion(shipBmp,5,shipX,shipY,5);
stage.addEventListener(MouseEvent.CLICK,backToTitleScreen);
}
private function testVector(a:Vector.<uint>):Boolean{
var i:uint = a.length;
while(i--) {if (a[i]){return true;}}
return false;
}
private function particlesExplosion(bd:BitmapData,t:int,xx:int,yy:int,r:int):void{
var a:Vector.<uint> = bd.getVector(new Rectangle(0,0,bd.width,bd.height));
var i:uint = a.length;
while(i--) {
var pval:int = a[int(i)];
var aa:int = pval >> 24;
if (aa < 100) {
var dx:int = xx;
var dy:int = yy;
var px:int = int(i % bd.width)+dx;
var py:int = int(i / bd.height)+dy;
angle=Math.round(Math.random()*360);
createParticle(px,py,Math.cos(angle/180*Math.PI)*Math.random()*r,Math.sin(angle/180*Math.PI)*Math.random()*r,t,pval);
}
}
}
private function initKeys():void{
lockVertical = false;
keyVertical = 0;
lockHorizontal = false;
keyHorizontal = 0;
lockFire = false;
bulletTimer = getTimer();
stageTimer = getTimer();
stage.addEventListener(KeyboardEvent.KEY_DOWN, keyDownHandler);
stage.addEventListener(KeyboardEvent.KEY_UP, keyUpHandler);
}
private function removeKeys():void{
lockFire=false;
stage.removeEventListener(KeyboardEvent.KEY_DOWN, keyDownHandler);
stage.removeEventListener(KeyboardEvent.KEY_UP, keyUpHandler);
}
private function goLeft():void {
if (!lockHorizontal || keyHorizontal != 37){keyHorizontal = 37; lockHorizontal = true; shipVx = -shipVel;}
}
private function goRight():void {
if (!lockHorizontal || keyHorizontal != 39){keyHorizontal = 39; lockHorizontal = true; shipVx = shipVel;}
}
private function goUp():void {
if (!lockVertical || keyVertical != 38){keyVertical = 38; lockVertical = true; shipVy = -shipVel;}
}
private function goDown():void {
if (!lockVertical|| keyVertical != 40){keyVertical = 40; lockVertical = true; shipVy = shipVel;}
}
private function goFire():void {
if (!lockFire){lockFire = true;}
}
private function unlockVertical():void {
lockVertical = false;
}
private function unlockHorizontal():void {
lockHorizontal = false;
}
private function unlockFire():void {
lockFire = false;
}
private function keyDownHandler(e:KeyboardEvent):void {
var a:int = e.keyCode;
if (kd[a]) {kd[a]();}
//39 is right
//37 is left
//40 is down
//38 is up
//32 is space
}
private function keyUpHandler(e:KeyboardEvent):void {
var a:int = e.keyCode;
if (ko[a]) {ko[a]();}
}
private function displayText(s:String):BitmapData{
var dictionnary:Object = {a:0,b:1,c:2,d:3,e:4,f:5,g:6,h:7,i:8,j:9,k:10,l:11,m:12,n:13,o:14,p:15,q:16,r:17,s:18,t:19,u:20,v:21,w:22,x:23,y:24,z:25,0:26,1:27,2:28,3:29,4:30,5:31,6:32,7:33,8:34,9:35};
var dt:Array = s.split("");
var dl:int = dt.length;
var tBmd:BitmapData = new BitmapData(dl*8,8,true,0x00000000);
for (var i:int=0;i<dl;i++){
if (dt[i]== " "){}
else {
/*
//copyPixels faster than setVector alone (even without the getVector on that example, but i let it here
var a:Vector.<uint> = fontBmp.getVector(new Rectangle(dictionnary[dt[i]]*8,0,8,8));
tBmd.setVector(new Rectangle(i*8,0,8,8),a);
*/
tBmd.copyPixels(fontBmp,new Rectangle(dictionnary[dt[i]]*8, 0, 8,8),new Point(i*8,0)); }
}
return (tBmd);
}
private function createParticle(xx:Number,yy:Number,vx:Number,vy:Number,t:int,col:uint=0):void {
var p:Particle=new Particle();
setProps(p, {x:xx,y:yy,vx:vx,vy:vy});
if (t==1){shipBullets.push(p);}
else if (t==2){ennemyBullets.push(p);}
else if (t==4){setProps(p, {t:getTimer(),power:2,clock:randomNumber(0,200)}); ennemies.push(p);}
else if (t==5){p.col = col; impactParticles.push(p);}
}
private function createStar(xx:Number,yy:Number,vx:Number,vy:Number,num:int):void {
var p:Particle=new Particle();
setProps(p, {x:xx,y:yy,vx:vx,vy:vy,c:starsCols[randomNumber(0,4)]});
stars[num] = p;
}
private function setProps(o:*,p:Object):void {
for (var k:String in p) {o[k]=p[k];}
}
private function randomNumber(low:int, high:int):int{
return Math.round(Math.random() * (high - low) + low);
}
}
}
class Particle {
public var x:Number;
public var y:Number;
public var vx:Number;
public var vy:Number;
public var c:uint;
public var t:uint;
public var power:int;
public var clock:int=0;
public var col:uint;
}