forked from: WallAll
WallAll.as
Control a red box and avoid walls.
<Operation>
Movement: Mouse
// forked from ABA's WallAll
// WallAll.as
// Control a red box and avoid walls.
// <Operation>
// Movement: Mouse
package {
import flash.display.Sprite;
[SWF(width="465", height="465", backgroundColor="0x000000", frameRate="30")]
public class WallAll extends Sprite { public function WallAll() { main = this; initialize(); } }
}
import flash.display.*;
import flash.geom.*;
import flash.text.*;
import flash.events.*;
const SCREEN_WIDTH:int = 465, SCREEN_HEIGHT:int = 465, GAME_OVER_DURATION:int = 150, BLOCK_GAME_START_DURATION:int = 30;
var main:Sprite, screen:BitmapData = new BitmapData(SCREEN_WIDTH, SCREEN_HEIGHT, false, 0);
var scoreField:TextField = new TextField, messageField:TextField = new TextField;
var gameOverTicks:int, score:int, wallTicks:int, isMouseClicked:Boolean;
// Initialize UIs.
function initialize():void {
main.addChild(new Bitmap(screen));
main.stage.addEventListener(MouseEvent.CLICK, function(e:Event):void { isMouseClicked = true; } );
scoreField = createTextField(SCREEN_WIDTH - 100, 0, 100, 24, 0xff6666, TextFormatAlign.RIGHT);
messageField = createTextField(SCREEN_WIDTH - 256, 0, 256, 36, 0xff6666);
main.addChild(scoreField); main.addChild(messageField);
startTitle(); main.addEventListener(Event.ENTER_FRAME, update);
}
// Update the game frame.
function update(event:Event):void {
screen.lock(); screen.fillRect(screen.rect, 0);
wallTicks--; if (wallTicks <= 0) addWall();
for (var i:int = 0; i < walls.length; i++) if (!walls[i].update()) { walls.splice(i, 1); i--; }
if (gameOverTicks < 0) Player.update();
else if (gameOverTicks < GAME_OVER_DURATION) Player.draw();
screen.unlock();
if (gameOverTicks >= 0) {
gameOverTicks++; if (gameOverTicks == GAME_OVER_DURATION) startTitle();
if (isMouseClicked && gameOverTicks > BLOCK_GAME_START_DURATION) startGame();
}
}
// Walls.
const WALL_HEIGHT:Number = 10.0;
var walls:Vector.<Wall>;
class Wall {
public var rect:Rectangle = new Rectangle;
public function update():Boolean {
if (gameOverTicks < 0 || gameOverTicks >= GAME_OVER_DURATION) rect.y += 5 + score / 100;
screen.fillRect(rect, 0xffffff);
return (rect.y < SCREEN_HEIGHT + WALL_HEIGHT);
}
}
function addWall():void {
var w:Wall = new Wall;
w.rect.width = (rand() * 0.5 + 0.1) * SCREEN_WIDTH; w.rect.height = WALL_HEIGHT;
w.rect.x = rand() * SCREEN_WIDTH - w.rect.width / 2; w.rect.y = -WALL_HEIGHT;
walls.push(w); wallTicks = (5 + rand() * 15) * 1000 / (1000 + score);
}
// Player.
class Player {
public static var pos:Vector3D = new Vector3D, prevPos:Vector3D = new Vector3D;
public static function update():void {
prevPos.x = pos.x; prevPos.y = pos.y;
pos.x = main.stage.mouseX; pos.y = main.stage.mouseY;
draw();
var cx:Number = pos.x, cy:Number = pos.y, ox:Number = prevPos.x - pos.x, oy:Number = prevPos.y - pos.y;
ox /= 9; oy /= 9;
for (var i:int = 0; i < 10; i++, cx += ox, cy += oy)
for each (var w:Wall in walls) if (w.rect.contains(cx, cy)) {
startGameOver(); pos.x = cx; pos.y = cy; return;
}
score++; scoreField.text = String(score);
}
public static function draw():void {
rect.x = pos.x - 5; rect.y = pos.y - 5; rect.width = rect.height = 11;
screen.fillRect(rect, 0xff4444);
}
}
// Handle the game lifecycle.
function startTitle():void {
clearActors(); gameOverTicks = GAME_OVER_DURATION; isMouseClicked = false;
messageField.y = SCREEN_HEIGHT / 3; messageField.text = "WallAll";
}
function startGame():void {
clearActors(); gameOverTicks = -1; messageField.text = ""; score = 0; scoreField.text = "0";
wallTicks = 0; Player.pos.x = main.stage.mouseX; Player.pos.y = main.stage.mouseY;
}
function startGameOver():void {
gameOverTicks = 0; isMouseClicked = false;
messageField.y = SCREEN_HEIGHT / 2; messageField.text = "GAME OVER";
}
function clearActors():void {
walls = null; walls = new Vector.<Wall>;
}
// Utility functions and variables.
var rect:Rectangle = new Rectangle, rand:Function = Math.random;
function createTextField(x:int, y:int, width:int, size:int, color:int, align:String = TextFormatAlign.LEFT):TextField {
var fm:TextFormat = new TextFormat, fi:TextField = new TextField;
fm.font = "_typewriter"; fm.bold = true; fm.size = size; fm.color = color; fm.align = align;
fi.defaultTextFormat = fm; fi.x = x; fi.y = y; fi.width = width; fi.selectable = false;
return fi;
}