forked from: forked from: パーティクル崩し
コードはめっちゃ汚いよ!
ブロックの数465*100
がんばってクリアしてください
/**
* Copyright Jacky.Riawan ( http://wonderfl.net/user/Jacky.Riawan )
* MIT License ( http://www.opensource.org/licenses/mit-license.php )
* Downloaded from: http://wonderfl.net/c/r1OI
*/
// forked from sugyan's forked from: パーティクル崩し
// forked from coppieee's パーティクル崩し
//コードはめっちゃ汚いよ!
//ブロックの数465*100
//がんばってクリアしてください
package
{
import flash.display.Bitmap;
import flash.display.BitmapData;
import flash.display.Sprite;
import flash.events.Event;
import flash.events.MouseEvent;
import flash.geom.ColorTransform;
import flash.geom.Matrix;
import flash.geom.Rectangle;
import flash.text.TextField;
import flash.text.TextFieldAutoSize;
import net.hires.debug.Stats;
import flash.utils.getTimer;
[SWF(width = "465", height = "465", frameRate = "30")]
public class BlockBreaker extends Sprite
{
private static const HEIGHT:Number = 465;
private static const WIDTH:Number = 465;
private var _canvas:BitmapData;
private var _blocks:Blocks;
private var _fallBlocks:Vector.<Particle>;
private var _balls:Vector.<Particle>;
private var _bar:Bitmap;
private var isFired:Boolean=false
private var tiltX:Number=0
private var tiltY:Number=0
private var last:uint=getTimer()
private var ticker:uint=0
private var fireRate:uint=0
private var fps:int=30
public function BlockBreaker()
{
_canvas = new BitmapData(WIDTH, HEIGHT,false,0x000000);
addChild(new Bitmap(_canvas));
_blocks = new Blocks(WIDTH, 100);
_fallBlocks = new Vector.<Particle>();
var b:BitmapData = new BitmapData(50, 10, false, 0x00FF00);
addChild(_bar = new Bitmap(b));
_bar.y = WIDTH -b.width;
_balls = new Vector.<Particle>();
this.stage.addEventListener(MouseEvent.MOUSE_DOWN,downHandler)
this.stage.addEventListener(MouseEvent.MOUSE_UP,upHandler)
addEventListener(Event.ENTER_FRAME, update);
}
private function screenShake():void{
tiltX=(Math.random()-.5)*5
tiltY=(Math.random()-.5)*5
}
private function downHandler(e:MouseEvent):void{
isFired=true
}
private function upHandler(e:MouseEvent):void{
isFired=false
}
private function update(e:Event):void
{
//
var now:uint=getTimer()
ticker+=1
if(now-last>1000){
fps=1000*ticker/(now-last)
ticker=0
last=now;
}
//
e.target.root.x=tiltX
e.target.root.x=tiltY
tiltX*=.5
tiltY*=.5
fireRate++
var divider:int=3-Math.max((fps-24)/3,0)
if(isFired&&fps>24){
if(fireRate%divider==0){
var _ball:Particle = new Particle(_bar.x+_bar.width/2, _bar.y-_bar.height/2);
_ball.vx = (Math.random()-.5);
_ball.vy = -Math.random() *10 -10;
_ball.color = 1000+800*Math.random();
_balls.push(_ball);
screenShake()
}
}
_canvas.lock();
_canvas.colorTransform(_canvas.rect, new ColorTransform (0.9, 0.5, 0.9));
for each(var block:Particle in _blocks.values)
{
if (block)
{
_canvas.setPixel(block.x, block.y, block.color);
}
}
var removeBalls:Vector.<Particle> = new Vector.<Particle>();
for each(var ball:Particle in _balls)
{
var bvx:Number = ball.vx;
var bvy:Number = ball.vy;
var bspeed:Number = Math.sqrt(bvx * bvx + bvy * bvy);
var bradius:Number = Math.atan2(bvy, bvx);
for (var i:int = 0; i < bspeed;i++)
{
ball.x += ball.vx/bspeed;
ball.y += ball.vy/bspeed;
var hitParticle:Particle = _blocks.getParticle(ball.x, ball.y);
if(hitParticle)
{
var removedP:Particle = _blocks.removeParticle(ball.x, ball.y);
removedP.vx = Math.cos(bradius+Math.PI*2/(30*Math.random())-15)*3;
removedP.vy = 1;
removedP.color = hitParticle.color;
_fallBlocks.push(removedP);
ball.vy = -ball.vy;
}
if ((ball.x < 0 && ball.vx < 0) || (ball.x > WIDTH && ball.vx > 0))
{
ball.vx = -ball.vx;
}
if (ball.y < 0 && ball.vy < 0)
{
ball.vy = -ball.vy;
}
if (ball.y > HEIGHT)
{
removeBalls.push(ball);
}
if (_bar.hitTestPoint(ball.x, ball.y))
{
ball.vy = -Math.abs(ball.vy);
}
_canvas.setPixel(ball.x, ball.y, ball.color);
}
}
removeBalls.forEach(function(b:Particle, ...args):void {
var index:int = _balls.indexOf(b);
if (index != -1)
{
_balls.splice(index, 1);
}
});
var removeFallBs:Vector.<Particle> = new Vector.<Particle>();
_fallBlocks.forEach(function(fallP:Particle, ...args):void {
fallP.vy += 0.1;
fallP.x += fallP.vx;
fallP.y += fallP.vy;
_canvas.setPixel(fallP.x, fallP.y, fallP.color);
if (_bar.hitTestPoint(fallP.x,fallP.y))
{
var newball:Particle = new Particle(fallP.x,fallP.y);
newball.vx = Math.random() * 10;
newball.vy = Math.random() * 9 + 1;
newball.color = fallP.color;
_balls.push(newball);
removeFallBs.push(fallP);
}else if (fallP.y > HEIGHT)
{
removeFallBs.push(fallP);
}
});
removeFallBs.forEach(function(b:Particle,...args):void{
var index:int = _fallBlocks.indexOf(b);
if (index != -1)
{
_fallBlocks.splice(index, 1);
}
});
_bar.x = stage.mouseX;
_canvas.unlock();
if (_blocks.count == 0)
{
removeEventListener(Event.ENTER_FRAME, update);
var clearTF:TextField = new TextField();
clearTF.text = "CLEAR!\nおめでと";
clearTF.textColor = 0xFFFFFF;
clearTF.autoSize = TextFieldAutoSize.LEFT;
_canvas.draw(clearTF,new Matrix(5,0,0,5,WIDTH/2-clearTF.width*5/2,HEIGHT/2-clearTF.height*5/2));
}
}
}
}
import frocessing.color.ColorHSV;
class Blocks
{
public function get count():int { return _count;}
private var _count:int;
public function get width():Number { return _width; }
private var _width:Number;
public function get height():Number { return _height; }
private var _height:Number;
public var values:Vector.<Particle>;
function Blocks(width:Number,height:Number)
{
_width = width;
_height = height;
_count = width * height;
values = new Vector.<Particle>(width * height, false);
var c:ColorHSV = new ColorHSV();
for (var i:int = 0; i < _width; i++)
{
c.h = 360 * i / _width;
for (var j:int = 0 ; j < _height; j++ )
{
var p:Particle = new Particle(i, j);
p.color = c.value;
values[i + j * _width] = p;
}
}
}
public function getParticle(x:int, y:int):Particle
{
var index:int = x + y * _width;
if (index >= values.length || index < 0)
{
return null;
}
return values[x + y * _width];
}
public function removeParticle(x:int, y:int):Particle
{
var p:Particle = values[x + y * _width];
if (p)
{
_count--;
values[x + y * _width] = undefined;
}
return p;
}
}
class Particle
{
public var x:Number;
public var y:Number;
public var vx:Number = 0;
public var vy:Number = 0;
public var color:uint;
public function Particle(x:Number=0,y:Number=0 )
{
this.x = x;
this.y = y;
}
}