forked from: 人が忍者っぽく走る
todo: mml like language
todo: title
// forked from h_sakurai's 人が忍者っぽく走る
// write as3 code here..
// todo: mml like language
// todo: title
//
package {
import flash.display.*;
import flash.text.*;
import flash.events.*;
import flash.geom.*;
[SWF(width = "465", height = "465", backgroundColor = "0xffffff", frameRate = "30")]
public class A extends Sprite {
public var txt:TextField = new TextField();
public var log:TextField = new TextField();
private var key:Key = new Key(stage, txt);
public var ship:Ship;
private var enemy:Enemy = new Enemy();
public var enemys:Vector.<Enemy> = new Vector.<Enemy>;
public var bullets:Vector.<Bullet>= new Vector.<Bullet>;
public var particles:Vector.<Particle>= new Vector.<Particle>;
public var glasses:Vector.<Glass>= new Vector.<Glass>;
public var shots:Vector.<Shot>= new Vector.<Shot>;
public var gameover:TextField = new TextField();
// public var sprites:Vector.<Sprite> = new Vector.<Sprite>;
public var camera:Sprite = new Sprite();
public var score:int = 0;
public var rank:int = 0;
public var pp:PerspectiveProjection = new PerspectiveProjection();
public var center:Point = new Point(0,0);
public var field:Field = new Field();
function A() {
a = this;
camera.addChild(field);
pp.projectionCenter = center;
camera.transform.perspectiveProjection = pp;
this.x = 465/2;
this.y = 465/2;
addChild(camera);
ship = new Ship(230,450);
camera.addChild(ship);
for(var i:int = 0; i < 500;i++)
camera.addChild(bullets[i] = new Bullet());
for(i = 0; i < 500;i++)
camera.addChild(particles[i] = new Particle());
for(i = 0; i < 100;i++)
camera.addChild(glasses[i] = new Glass());
for(i = 0; i < 5;i++)
camera.addChild(shots[i] = new Shot());
for(i = 0; i < 10;i++)
camera.addChild(enemys[i] = new Enemy());
with(txt){
x = y= -223;
width = 100;
height = 20;
textColor = 0xffffff;
autoSize = "left";
background = true;
backgroundColor = 0;
}
camera.addChild(txt);
with(gameover) {
x = y = -40;
textColor = 0xffffff;
background = true;
backgroundColor = 0;
text = "GAME OVER";
autoSize = "left";
}
camera.addChild(gameover);
addChild(log);
addEventListener("enterFrame",onEnter);
}
private function onEnter(e:Event):void {
field.move();
// sprites.length = 0;
var enemyCnt:int = 0;
for each (var enemy:Enemy in enemys) {
if(enemy.visible) {
// sprites.push(enemy);
enemyCnt++;
enemy.move();
}
}
for each (var s:Shot in shots)
if(s.visible) {
// sprites.push(s);
s.move();
for each(enemy in enemys) {
if(enemy.visible && Math.abs(enemy.x-s.x)<60 && Math.abs(enemy.y-s.y)<60&& Math.abs(enemy.z-s.z)<1000) {
score += 100;
rank = score / 1000;
addParticles(enemy.x, enemy.y,enemy.z,-50,20);
enemy.visible = false;
}
}
}
if(Math.random() < 0.02+0.01 * rank) {
addEnemy(int(19*Math.random()));
}
if(gameover.visible && (Key["start"]||Key["click"])) {
score = 0;
rank = 1;
gameover.visible = false;
ship.init();
}
if(!gameover.visible)ship.move();
else {ship.x=0;ship.y=0;}
if(ship.y > center.y) center.y+=2;
if(ship.y < center.y) center.y-=2;
pp.projectionCenter =center;
camera.transform.perspectiveProjection = pp;
// sprites.push(ship);
for each (var b:Bullet in bullets)
if(b.visible) {
// sprites.push(b);
b.move();
if(ship.exists && b.z < 1 && Math.abs(ship.x-b.x)<30 && Math.abs(ship.y-b.y)<30) {
addParticles(ship.x, ship.y,ship.z,0, 20);
ship.visible = false;ship.move();
ship.exists = false;
gameover.visible = true;
}
}
for each (var p:Particle in particles)
if(p.visible) {
// sprites.push(p);
p.move();
}
for each (var g:Glass in glasses)
if(g.visible) {
g.move();
}
if(Math.random()<.2)addGlass(Math.random()*8000-4000, 220, 4000, 60, 0);
// sprites.sort(function(x:Sprite, y:Sprite):Number {return y.z-x.z;});
// var i:int = 0;
// for(i=0;i<sprites.length;i++)
// camera.setChildIndex(sprites[i],i+1);
// txt.text = "SCORE "+score+" "+i+" "+sprites.length;
txt.text = "SCORE "+score;
Key["click"]=false;
}
public function addParticles(x:Number, y:Number, z:Number,vz:Number, n:int):void {
for (var i:int = 0; i < n; i++)
addParticle(x,y,z,vz, Math.random() * 100);
}
public function addBulletN(x:Number, y:Number, z:Number, rad:Number,n:int, r:Number):void {
for (var i:int = 0; i < n; i++) {
addBullet(x,y,z,rad+(i-n/2.0)*r);
}
}
public function addBullet(x:Number, y:Number,z:Number, rad:Number):void {
for each (var b:Bullet in bullets) {
if(b.visible) continue;
b.init(x,y,z,rad);
return;
}
}
public function addShot(x:Number, y:Number, z:Number, rad:Number):void {
for each (var b:Shot in shots) {
if(b.visible) continue;
b.init(x,y,z,rad);
return;
}
}
public function addParticle(x:Number, y:Number, z:Number,vz:Number, rad:Number):void {
for each (var b:Particle in particles) {
if(b.visible) continue;
b.init(x,y,z,vz,rad);
return;
}
}
public function addGlass(x:Number, y:Number, z:Number,vz:Number, rad:Number):void {
for each (var b:Glass in glasses) {
if(b.visible) continue;
b.init(x,y,z,vz,rad);
return;
}
}
public function addEnemy(mode:int):void {
for each (var b:Enemy in enemys) {
if(b.visible) continue;
b.init(mode);
return;
}
}
}
}
import flash.events.*;
import flash.display.*;
import flash.text.*;
//const blend:String = "darken";
//const blend:String = "subtract";
//const blend:String = "difference";
const blend:String = "multiply";//MULTIPLY
function col(a:int):int {return a;}
var a:A;
class Field extends Sprite {
function Field() {
var b:BitmapData = new BitmapData(2,2,false);
// b.setPixel(0,0,0x008800);
// b.setPixel(0,1,0x000000);
// b.setPixel(1,0,0x118811);
// b.setPixel(1,1,0x114411);
b.setPixel(0,0,0xaaffaa);
b.setPixel(0,1,0xaaaaaa);
b.setPixel(1,0,0xccffcc);
b.setPixel(1,1,0xcccccc);
graphics.beginBitmapFill(b,null,true,false);
graphics.drawRect(-512,0,1024,512);
graphics.endFill();
rotationX = 90;
scaleX = 80;
scaleY =80*2;
y=230;
}
public function move():void {
z = (z - 100);
if(z <= -480*2)z+=480*2;//500;
x-=a.ship.x/5;
if(x >= 480)x-=480;z
if(x <= 0)x+=480;z
}
}
var springs:Vector.<Spring> = new Vector.<Spring>;
var balls:Vector.<Ball> = new Vector.<Ball>;
class Ship extends Sprite {
private var speed:Number = 16;
public var exists:Boolean;
private var timer:uint = 0;
public var head:Ball=new Ball(5,0x222222);
public var neck:Ball=new Ball();
public var lkata:Ball=new Ball();
public var rkata:Ball=new Ball();
public var lhiji:Ball=new Ball();
public var rhiji:Ball=new Ball();
public var lte:Ball=new Ball(5,0xff8888);
public var rte:Ball=new Ball(5,0xff8888);
public var mune:Ball=new Ball();
public var koshi:Ball=new Ball();
public var lkoshi:Ball=new Ball();
public var rkoshi:Ball=new Ball();
public var lhiza:Ball=new Ball();
public var rhiza:Ball=new Ball();
public var lashi:Ball=new Ball();
public var rashi:Ball=new Ball();
public function Ship(x:Number, y:Number) {
new Spring(head,neck, 10);
new Spring(neck,lkata, 30);
new Spring(neck,rkata, 30);
new Spring(lkata,lhiji, 50);
new Spring(rkata,rhiji, 50);
new Spring(lhiji,lte, 50);
new Spring(rhiji,rte, 50);
new Spring(lkata,rkata, 80);
new Spring(neck,mune, 10);
new Spring(lkata,mune, 50);
new Spring(rkata,mune, 50);
new Spring(mune,koshi, 30);
new Spring(koshi,rkoshi, 30);
new Spring(koshi,lkoshi, 30);
new Spring(lkoshi,rkoshi, 50);
new Spring(lkoshi,lhiza, 80);
new Spring(rkoshi,rhiza, 80);
new Spring(lhiza,lashi, 80);
new Spring(rhiza,rashi, 80);
this.x = x;
this.y = y;
this.z = -1;
visible = false;
blendMode=blend;
for each (var b:Ball in balls) { b.visible = visible;}
}
public function init():void {
exists = false;
timer = 0;
visible = true;
}
private var oldX:Number;
private var oldY:Number;
public function move():void {
timer++;
if(timer > 158) exists = true;
else visible = ((timer % 10) > 5);
if(Key["left" ])x -= speed;
if(Key["right"])x += speed;
if(Key["up" ])y -= speed;
if(Key["down" ])y += speed;
if(oldX != a.stage.mouseX-230)
oldX = x = a.stage.mouseX-230;
if(oldY != a.stage.mouseY-230)
oldY = y = a.stage.mouseY-230;
if(x < -230+30) x = -230+30; else if(x > 230-30) x = 230-30;
if(y < -230+50) y = -230+50; else if(y > 230-50) y = 230-50;
if(Key["shot"]||Key["mouse"])a.addShot(x,y,z,-Math.PI/2);
for each (var b:Ball in balls) { b.visible = visible;}
for(var i:int=0;i<10;i++){
mune.x = x; mune.y = y;
head.ay -= 2;//balls.length/2;
//neck.ay -= balls.length/2;
head.az += 5;
lashi.ay ++; rashi.ay++;
mune.z=00;
lte.ax += 1; lte.ay += 0.5; lte.az -= 2;
rte.ax -= 1; rte.az += 2;
lkoshi.az -= 5;
lkata.ax += 1; rkata.ax -= 1;
lhiza.ax += .5; lhiza.az +=1;
rashi.ay += 1;
lkoshi.ax += 1; rkoshi.ax -= 1;
//rashi.az -= 1;
for each (var ss:Spring in springs) { ss.move();}
for each (b in balls) { b.move();}
}
}
}
class Spring {
public var a:Ball;
public var b:Ball;
public var length:Number;
public var len2:Number;
public var k:Number=0.2;
function Spring(a:Ball,b:Ball,len:Number){
this.a = a; this.b = b; length = len/5;
springs.push(this);
}
public function move():void {
var nx:Number=a.x-b.x;
var ny:Number=a.y-b.y;
var nz:Number=a.z-b.z;
var len:Number = Math.sqrt(nx*nx+ny*ny+nz*nz);
var f:Number=len-length;
var ax:Number,ay:Number,az:Number;
if(len==0) {
ax = Math.random()-.5;
ay = Math.random()-.5;
az = Math.random()-.5;
} else {
ax = -nx/len*f*k;
ay = -ny/len*f*k;
az = -nz/len*f*k;
}
a.ax += ax; a.ay += ay; a.az += az;
b.ax += -ax; b.ay += -ay; b.az -= az;
}
}
class Ball extends Sprite {
public var _radius:Number;
public var _color:uint;
public var _alpha:Number;
public var mass:Number = 0;
public var vx:Number = 0;
public var vy:Number = 0;
public var vz:Number = 0;
public var ax:Number = 0;
public var ay:Number = 0;
public var az:Number = 0;
public var drag:Boolean = false;
public function Ball(radius:Number = 5, color:uint = 0x0066FF, alpha:Number = 0.75 ) {
this._radius = radius+2;
this._color = color;
this._alpha = alpha;
this.mass = radius * 5;
graphics.lineStyle(8,col(color));
//graphics.beginFill(_color, _alpha);
graphics.drawCircle(0, 0, _radius);
//graphics.endFill();
//graphics.beginFill(_color, _alpha);
//graphics.drawCircle(0, 0, _radius*2);
//graphics.endFill();
balls.push(this);
a.camera.addChild(this);
blendMode = blend;
}
public function move():void {
if(!drag){
if(y>230){az-=1; ay-=15}
//ay+=1;
vx+=ax; vy+=ay; vz+=az;
x+=vx;y+=vy;z+=vz;
}
vx*=0.7;vy*=0.7;vz*=0.7;
ax=0;ay=0;az=0;
}
}
class Bullet extends Sprite{
private var vx:Number;
private var vy:Number;
private var rad:Number;
public function Bullet() {
graphics.lineStyle(8,col(0xffff8800));
// graphics.beginFill(col(0xffff8800));
graphics.drawEllipse(-30,-50,60,100);
// graphics.endFill();
visible = false;
blendMode=blend;
}
public function init(x:Number, y:Number, z:Number,rad:Number):void {
this.vx = (a.ship.x-x)/(z/100);
this.vy = (a.ship.y-y)/(z/100);
this.x = x;
this.y = y;
this.z = z;
this.rotation = rad;
visible = true;
}
public function move():Boolean {
rotation +=22.5;
z -= 100;
x += vx; y += vy;
if (z < 0) visible = false;
return visible ;
}
}
class Shot extends Sprite {
public var angle:Number;
private var vx:Number;
private var vy:Number;
private var rad:Number;
public function Shot () {
graphics.lineStyle(8,col(0xff88ff88));
// graphics.beginFill(col(0xff88ff88));
graphics.drawEllipse(-100,-30,200,60);
// graphics.endFill();
visible = false;
blendMode=blend;
}
public function init(x:Number, y:Number, z:Number, rad:Number):void {
this.x = x;
this.y = y;
this.z = z;
this.vx = x/4.5*5;
this.vy = (-a.center.y+y)/4.5*5;
this.z = 0;
this.rad = rad;
visible = true;
}
public function move():Boolean {
y += vy;
x += vx;
z += 500;
if (z > 3000) visible = false;
return visible ;
return visible ;
}
}
class Key {
function Key(stage:Stage,txt:TextField) {
var kmap:Object = {37:"left", 38:"up",39:"right",40:"down",90:"shot",13:"start"};
for each(var i:String in kmap) Key[i]=false;
stage.addEventListener("mouseDown",function(e:MouseEvent):void {
Key["mouse"]=true;
Key["click"]=true;
});
stage.addEventListener("mouseUp",function(e:MouseEvent):void {
Key["mouse"]=false;
});
stage.addEventListener("keyDown",function(e:KeyboardEvent):void {
//txt.text = ""+e.keyCode + ":"+kmap[e.keyCode];
if(e.keyCode in kmap) Key[kmap[e.keyCode]] = true;
});
stage.addEventListener("keyUp",function(e:KeyboardEvent):void {
if(e.keyCode in kmap) Key[kmap[e.keyCode]] = false;
});
}
}
function normalRad(v:Number):Number {
return v + 2 * Math.PI * (
(v > Math.PI) ? -1 :
(v < -Math.PI) ? 1 : 0
);
}
class Particle extends Sprite{
private var vy:Number;
private var vx:Number;
private var vz:Number = 10;
private var r:int;
private var n:int;
public function Particle() {
n = Math.random()*255;
graphics.lineStyle(8,col(0xff000000+0xff0000+0x0100*int(n/2)));
//graphics.beginFill(col(0xff000000+0xff0000+0x0100*int(n/2)));
//graphics.endFill();
visible = false;
blendMode=blend;
}
public function init(x:Number, y:Number, z:Number, vz:Number, rad:Number):void {
r = 100;
this.x = x;
this.y = y;
this.z = z;
this.vy = Math.random() * 30 - 15;
if(Math.random() > 0.5)this.vy -= Math.random()*60;
this.vx = Math.random() * 30 - 15;
this.vz = Math.random() * 30 - 15 +vz;
visible = true;
}
public function move():Boolean {
r -=4;
if(r < 8) {
visible = false;
return false;
}
graphics.clear();
graphics.lineStyle(8,col(0xff000000+0xff0000+0x0100*int(n/2)));
graphics.drawEllipse(-25,-25,r,r);
x += vx-a.ship.x/5;
y += vy;
z += vz;
vy +=3;
if(y > 240) visible = false;
return visible ;
}
}
class Glass extends Sprite{
private var vz:Number;
public function Glass () {
graphics.lineStyle(8,col(0xff00ff00));
graphics.drawEllipse(-25,-25,50, 50);
visible = false;
blendMode=blend;
}
public function init(x:Number, y:Number, z:Number, vz:Number, rad:Number):void {
this.vz = vz;
this.x = x;
this.y = y;
this.z = z;
visible = true;
}
public function move():Boolean {
x += -a.ship.x/5;
z -= vz;
if(z < 0) visible = false;
return visible ;
}
}
class Enemy extends Sprite{
public var s:Number;
private var prev:int;
private var key:int;
private var index:int;
private var frame:int;
private var ZOOM:Number = 100;
private var fires:Object;
private var txt:TextField = new TextField();
private var format:TextFormat = new TextFormat();
public var color:int = col(0xff8888aa);
function Enemy() {
format.size = 50;
format.color = 0xff8888aa;
format.font = "_等幅"
addChild(txt);
txt.text = "敵";
txt.setTextFormat(format);
txt.textColor=0xffffff;
txt.x = txt.y = -40;//0;//-30-3+10;
// graphics.beginFill(color);
// graphics.lineStyle(8,color);
// graphics.drawEllipse(-50,-50,100,100);
// graphics.endFill();
visible = false;
setup();
blendMode = blend;
}
public function init(mode_:int):void {
mode=mode_;
setup();
move();
visible=true;
}
protected function addKey(key:int, x:Number, y:Number, s:Number, curv:Boolean=false):void {
if(keyMap == null) {// 最初のフレーム
keyMap = [];
index = key;
frame = key;
this.key = key;
prev=-1;
} else {
keyMap[prev].next = key;
}
var z:Number = ZOOM/ s;
// 3000のときにxは7.5倍
// 1のときxは1倍
// 3000*7.5=22500
// z=1のときは、
// (3000-z)*
var a:Number =(3000-z)/2999+(z-1)/2999*7.5;
keyMap[key]={x:x*a, y:y*a, z:z, curv:curv, prev:prev, next:0};
prev=key;
}
protected function addAction(key:int, fun:Function):void {
actionMap[key]=fun;
}
private var keyMap:Object;
private var actionMap:Object = {};
private var names:Array = ["x","y","z"];
public function move():void {
if(next==-1){visible = false; return;}
var v1:Number;
var v2:Number;
if(frame in keyMap) key = frame;
var next:int = keyMap[key].next;
var prev:int = keyMap[key].prev;
// 補完
var t:Number = (frame - key)/(next-key);
var t2:Number = 1 - t;
for(var i:int = 0; i < names.length; i++) {
var name:String = names[i];
if(!keyMap[key].curv) {// 角
if(!keyMap[next].curv) {// 角
this[name] = keyMap[key][name] * t2 + keyMap[next][name] * t;
} else {// 次が丸
this[name] =
keyMap[key][name] * -(t-1) * (2-t)/2 + // 0と1のとき0 -1のとき1
keyMap[next][name] * (1-(t-1))*(1+(t-1)) + // -1と1のとき0
keyMap[keyMap[next].next][name] * (t-1) * (1+(t-1))/2;
}
} else { // 丸
// 次も丸
if(keyMap[next].curv) {
v1 =
keyMap[prev][name] * -t * (1-t)/2 + // 0と1のとき0 -1のとき1
keyMap[key][name] * (1-t)*(1+t) + // -1と1のとき0
keyMap[next][name] * t * (1+t)/2;
t2 = t - 1
v2 =
keyMap[key][name] * -t2 * (1-t2)/2 + // 0と1のとき0 -1のとき1
keyMap[next][name] * (1-t2)*(1+t2) + // -1と1のとき0
keyMap[keyMap[next].next][name] * t2 * (1+t2)/2;
this[name] = v1*(1-t)+v2*t;
} else {
// 次:角
// これは只の2時曲線
// t=-1のとき
this[name] =
keyMap[prev][name] * -t * (1-t)/2 + // 0と1のとき0 -1のとき1
keyMap[key][name] * (1-t)*(1+t) + // -1と1のとき0
keyMap[next][name] * t * (1+t)/2;
}
}
}
if(frame in fires) {
a.addBullet(x,y,z,0);
}
if(key==frame){
if(key in actionMap) {
actionMap[key]();
}
}
if(next == 0 && frame > key) {
frame = index;
key = frame;
next = -1;
} else {
frame = frame + 1;
}
}
private var mode:int = 0;
public function setup():void {
keyMap = null;
fires = {};
switch(mode){
case 1:text(mode,"雑",col(0xff88ccff));
addKey(0,-225,-205,1/30);
addKey(18,-5,-205,1/30);
addKey(30,215,-205,1/30);
fire(30);
addKey(60,-225,225,1);
break;
case 2:text(mode,"雑",col(0xff88ccff));
addKey(0,-225,225,1/1);
addKey(30,215,-205,1/30);
addKey(60,-225,-205,1/30);
break;
case 3:text(mode,"03",col(0xff88ccff));
addKey(0,-225,225,1/1);
addKey(30,215,-205,1/30);
addKey(60,-125,-205,1/30);
fire(60);
addKey(90,-125,225,1/1);
break;
case 4:text(mode,"04",col(0xff88ccff));
addKey(0,-225,225,1/1);
addKey(30,215,-205,1/30);
addKey(50,-5,-205,1/30);
fire(50);
addKey(80,-5,225,1/1);
break;
case 5:text(mode,"05",col(0xff8888aa));
addKey(0,-225,225,1/1);
addKey(30,215,-205,1/30);
addKey(40,155,-205,1/30);
fire(40);
addKey(70,155,225,1/1);
break;
case 6:text(mode,"06",col(0xff88ccff));
addKey(0,155,-5,1/30);
addKey(30,155,55,1/7.5);
fire(30);
addKey(60,155,-205,1/3.75);
addKey(90,155,225,1/1);
break;
case 7:text(mode,"蝶",col(0xffff44cc));
addKey(0,0,-5,1/30);
addKey(30,0,55,1/7.5);
fire(30);
addKey(60,0,-205,1/3.75);
addKey(90,0,225,1/1);
break;
case 8:text(mode,"08",col(0xffffcc88));
addKey(0,-155,-5,1/30);
addKey(30,-155,55,1/20,true);
fire(30);
addKey(60,-155,-205,1/10,true);
addKey(90,-155,225,1/1);
break;
case 9:text(mode,"09",col(0xffffcc88));
addKey( 0,-225,175,1/1);
addKey(30, 155, -5,1/5, true);
fire(30);
addKey(60,-105, -5,1/5, true);
addKey(90, 275,175,1/1);
break;
case 10:text(mode,"像",col(0xffccaa88));
addKey( 0, 0, 0,1/30);
addKey( 15, 0, 0,1/5,true);
addKey( 50, 100, 0,1/5,true);
addKey(100, 0,-100,1/5,true);
fire(100);
addKey(150,-100, 0,1/5,true);
addKey(200, 0, 100,1/5,true);
addKey(250, 100, 0,1/5,true);
addKey(270, 0, 0,1/30);
break;
case 11:text(mode,"像",col(0xffccaa88));
addKey(0,-225,225, 1/1);
addKey(20,15,-105, 1/6,true);
addKey(50,-205,-185,1/30,true);
fire(50);
addKey(90,415,225,1/1);
break;
case 12:text(mode,"像",col(0xffccaa88));
addKey(0,0,0,1/30);
addKey(50,0,125,1/1);
addKey(90,0,-325,1/1);
break;
case 13:text(mode,"大",col(0xff44aa44)); // ドム 左
addKey(0,-140,0,1/30);
addKey(30,-140,30,1/20);
addKey(45,-70,-70,1/20,true);
fire(45,2);
addKey(60,0,30,1/20);
addKey(90,-140,30,1/20);
addKey(120,200,75,1/10);
addKey(135,150,-75,1/10,true);
fire(135,2);
addKey(150,100,75,1/10);
addKey(180,200,75,1/10);
addKey(210,-325,125,1/1);
break;
case 14:text(mode,"大",col(0xff44aa44)); // ドム 右
addKey(0, 140,0,1/30);
addKey(30,140,30,1/20);
addKey(45, 70,-70,1/20,true);
fire(45,2);
addKey(60, 0,30,1/20);
addKey(90,140,30,1/20);
addKey(120,-200,75,1/10);
addKey(135,-150,-75,1/10,true);
fire(135,2);
addKey(150,-100,75,1/10);
addKey(180,-200,75,1/10);
addKey(210,325,125,1/1);
break;
case 15:text(mode,"Y",col(0xff444444)); // トモス 丸いやつ 上
addKey(0, 0, 0,1/30);
addKey(30, 0,- 80,1/9);
fire(60);
addKey(90, 0,- 80,1/9);
addKey(120, 0,-120,1/3);
fire(150);
addKey(180, 0,-120,1/3);
addKey(210, 0,-150,1/1);
fire(225);
addKey(240, 0,-150,1/1);
addKey(250, 0, 0,1/100);
break;
case 16:text(mode,"Y",col(0xff444444)); // トモス 丸いやつ 左
addKey(0, 0, 0,1/30);
addKey(30, - 65, 46,1/9);
fire(60);
addKey(90, - 65, 46,1/9);
addKey(120,- 98, 70,1/3);
fire(150);
addKey(180,- 98, 70,1/3);
addKey(210,-122, 87,1/1);
fire(225);
addKey(240,-122, 87,1/1);
addKey(250, 0, 0,1/100);
break;
case 17:text(mode,"Y",col(0xff444444)); // トモス 丸いやつ 右
addKey(0, 0, 0,1/30);
addKey(30, 65, 46,1/9);
fire(60);
addKey(90, 65, 46,1/9);
addKey(120, 98, 70,1/3);
fire(150);
addKey(180, 98, 70,1/3);
addKey(210,122, 87,1/1);
fire(215);
addKey(240,122, 87,1/1);
addKey(250, 0, 0,1/100);
break;
case 18:text(mode,"大",col(0xffee4422)); // ドム 赤いやつ
addKey(0, -100, 0,1/30);
addKey(15, -100, 46,1/9);
addKey(22, 0, -46,1/9,true);
fire(22,2);
fire(24,2);
fire(26,2);
addKey(30, 100, 46,1/9);
addKey(45, -120, 60,1/3);
addKey(52, 0, -60,1/3,true);
fire(52,2);
fire(54,2);
fire(56,2);
addKey(60, 120, 60,1/3);
addKey(75, -130, 80,1/2);
addKey(82, 0, -80,1/2,true);
fire(82,2);
fire(84,2);
fire(86,2);
addKey(90, 130, 80,1/2);
addKey(105, -150, 150, 1);
break;
default: mode = 1; setup();
break;
}
}
private function fire(key:int,no:int=1):void {
fires[key]=no;
}
private function text(no:int,n:String,c:int):void {
txt.text = n;
format.color = c;
txt.setTextFormat(format);
color = c;
graphics.clear();
graphics.lineStyle(16,color);
graphics.drawEllipse(-80,-80,160,160);
}
}