forked from: forked from: forked from: forked from: AAShip
AAShip.as
Ascii art ship.
[Control]
Movement: Arrow or [WASD] keys.
Fire: [Z], [X], [.] or [/] key.
// forked from ABA's forked from: forked from: forked from: AAShip
// forked from ABA's forked from: forked from: AAShip
// forked from ABA's forked from: AAShip
// forked from ABA's AAShip
// AAShip.as
// Ascii art ship.
// [Control]
// Movement: Arrow or [WASD] keys.
// Fire: [Z], [X], [.] or [/] key.
package
{
import flash.display.Sprite;
import flash.display.BitmapData;
import flash.display.Bitmap;
import flash.geom.Rectangle;
import flash.text.TextField;
import flash.events.Event;
import flash.events.KeyboardEvent;
[SWF(width="465", height="465", backgroundColor="0x000000", frameRate="30")]
public class AAShip extends Sprite
{
public static const SCREEN_WIDTH:int = 465;
public static const SCREEN_HEIGHT:int = 465;
private const BLUR_MAX_COUNT:int = 512;
private const BLUR_HISTORY_COUNT:int = 6;
private const SHIP_SPEED:Number = 8;
private const SHOT_MAX_COUNT:int = 12;
private const SHOT_SPEED:Number = 20;
private const SHIP_COLLISION_SIZE:Number = 5;
private const SHIP_INVINCIBLE_TICKS:int = 90;
private const ENEMY_MAX_COUNT:int = 16;
private const BULLET_MAX_COUNT:int = 128;
private const SPARK_MAX_COUNT:int = 64;
private const ZAKO1_APPEARANCE_INTERVAL:Number = 30;
private const MID1_APPEARANCE_INTERVAL:Number = 180;
public static var gameSpeed:Number;
private var buffer:BitmapData = new BitmapData(SCREEN_WIDTH, SCREEN_HEIGHT, false, 0);
private var rect:Rectangle = new Rectangle;
private var offset:Vector2 = new Vector2;
private var blurs:Vector.<Vector.<Blur>> = new Vector.<Vector.<Blur>>(BLUR_HISTORY_COUNT, true);
private var blurCounts:Vector.<int> = new Vector.<int>(BLUR_HISTORY_COUNT, true);
private var blurIndex:int;
private var shipChar:AAChar;
private var shipSprite:Sprite = new Sprite;
private var shipPos:Vector2 = new Vector2;
private var shipAngle:Number;
private var shipInvincibleTicks:int;
private var shipFireCount:int;
private var shipFireTicks:Number;
private var shotChar:AAChar;
private var shots:Vector.<Shot> = new Vector.<Shot>(SHOT_MAX_COUNT, true);
private var enemies:Vector.<Enemy> = new Vector.<Enemy>(ENEMY_MAX_COUNT, true);
private var zako1:Zako1, mid1:Mid1;
private var bulletChar:AAChar;
private var bullets:Vector.<Bullet> = new Vector.<Bullet>(BULLET_MAX_COUNT, true);
private var sparkChar:AAChar;
private var sparks:Vector.<Spark> = new Vector.<Spark>(SPARK_MAX_COUNT, true);
private var bulletIntervalRank:Number;
private var bulletSpeedRank:Number;
private var enemyIntervalRank:Number;
private var enemySpeedRank:Number;
private var rankTicks:int;
public function AAShip()
{
stage.scaleMode = "noScale";
addChild(new Bitmap(buffer));
stage.addEventListener(KeyboardEvent.KEY_DOWN, Key.onKeyDown);
stage.addEventListener(KeyboardEvent.KEY_UP, Key.onKeyUp);
AAChar.initialize();
Field.initialize();
var i:int;
for (i = 0; i < BLUR_HISTORY_COUNT; i++)
{
var bs:Vector.<Blur> = new Vector.<Blur>(BLUR_MAX_COUNT, true);
for (var j:int = 0; j < BLUR_MAX_COUNT; j++)
{
bs[j] = new Blur;
}
blurs[i] = bs;
blurCounts[i] = 0;
}
blurIndex = 0;
shipChar = new AAChar([" A ", "I#I"], [" R ", "CBC"], 2, 2);
shipChar.drawToSprite(shipSprite);
shipInvincibleTicks = -SHIP_INVINCIBLE_TICKS;
shotChar = new AAChar(["!"], ["Y"]);
for (i = 0; i < SHOT_MAX_COUNT; i++)
{
shots[i] = new Shot;
shotChar.drawToSprite(shots[i].sprite);
}
zako1 = new Zako1; mid1 = new Mid1;
for (i = 0; i < ENEMY_MAX_COUNT; i++)
{
enemies[i] = new Enemy;
}
bulletChar = new AAChar(["#"], ["P"], 1, 1);
for (i = 0; i < BULLET_MAX_COUNT; i++)
{
bullets[i] = new Bullet;
bulletChar.drawToSprite(bullets[i].sprite);
}
sparkChar = new AAChar(["*"], ["Y"]);
for (i = 0; i < SPARK_MAX_COUNT; i++)
{
sparks[i] = new Spark;
sparkChar.drawToSprite(sparks[i].sprite);
}
bulletIntervalRank = bulletSpeedRank = enemyIntervalRank = enemySpeedRank = 1.0 / 0.5;
gameSpeed = 1.0;
addEventListener(Event.ENTER_FRAME, onEnterFrame);
}
private function initializeShip():void
{
shipPos.x = 0;
shipPos.y = Field.size.y / 2;
shipAngle = 0.0;
shipFireCount = 0;
shipFireTicks = 0;
bulletIntervalRank *= 0.5; bulletSpeedRank *= 0.5;
enemyIntervalRank *= 0.5; enemySpeedRank *= 0.5;
if (bulletIntervalRank < 0.5) bulletIntervalRank = 0.5;
if (bulletSpeedRank < 0.5) bulletSpeedRank = 0.5;
if (enemyIntervalRank < 0.5) enemyIntervalRank = 0.5;
if (enemySpeedRank < 0.5) enemySpeedRank = 0.5;
rankTicks = 0;
zako1.appearanceTicks = 0;
mid1.appearanceTicks = MID1_APPEARANCE_INTERVAL;
shipChar.setSpriteMatrix(shipSprite, shipPos, shipAngle);
addChild(shipSprite);
}
private function onEnterFrame(event:Event):void
{
buffer.fillRect(buffer.rect, 0);
var i:int;
blurCounts[blurIndex] = 0;
updateSparks();
updateShots();
if (shipInvincibleTicks > -SHIP_INVINCIBLE_TICKS) updateShip();
else if (shipInvincibleTicks == -SHIP_INVINCIBLE_TICKS) initializeShip();
else Field.offsetX *= 0.95;
shipInvincibleTicks++;
updateEnemies();
updateBullets();
rankTicks++;
bulletIntervalRank += 0.02;
if (rankTicks % (10 * 30) == 0) bulletIntervalRank *= 0.5;
bulletSpeedRank += 0.005;
if (rankTicks % (15 * 30) == 0) bulletSpeedRank *= 0.5;
enemyIntervalRank += 0.005;
if (rankTicks % (21 * 30) == 0) enemyIntervalRank *= 0.5;
enemySpeedRank += 0.002;
if (rankTicks % (27 * 30) == 0) enemySpeedRank *= 0.5;
buffer.lock();
Field.draw(buffer);
var bi:int = blurIndex + 1;
for (i = 0; i < BLUR_HISTORY_COUNT; i++)
{
if (bi >= BLUR_HISTORY_COUNT) bi = 0;
for (var j:int = 0; j < blurCounts[bi]; j++)
{
updateBlur(blurs[bi][j]);
}
bi++;
}
Field.drawSideBoard(buffer);
buffer.unlock();
blurIndex++;
if (blurIndex >= BLUR_HISTORY_COUNT) blurIndex = 0;
}
private function updateShip():void
{
var px:Number = shipPos.x;
var vx:Number = 0, vy:Number = 0;
if (Key.left) vx = -1;
if (Key.right) vx = 1;
if (Key.up) vy = -1;
if (Key.down) vy = 1;
if (vx != 0 && vy != 0)
{
vx *= 0.7; vy *= 0.7;
}
shipPos.x += vx * SHIP_SPEED * gameSpeed;
shipPos.y += vy * SHIP_SPEED * gameSpeed;
if (shipPos.x < -SCREEN_WIDTH / 2) shipPos.x = -SCREEN_WIDTH / 2;
if (shipPos.x > SCREEN_WIDTH / 2) shipPos.x = SCREEN_WIDTH / 2;
if (shipPos.y < -SCREEN_HEIGHT / 2) shipPos.y = -SCREEN_HEIGHT / 2;
if (shipPos.y > SCREEN_HEIGHT / 2) shipPos.y = SCREEN_HEIGHT / 2;
shipAngle += (shipPos.x - px) * 0.01;
shipAngle *= 0.8;
Field.offsetX = shipPos.x * 0.33;
shipChar.setSpriteMatrix(shipSprite, shipPos, shipAngle);
if (shipInvincibleTicks >= 0 || (-shipInvincibleTicks % 15 > 7))
{
addBlursOfAAChar(shipChar, shipPos, shipAngle);
}
var s:Shot;
if (Key.button1 && shipFireTicks <= 0)
{
shipFireTicks += 1.0;
offset.x = 15;
offset.y = 0;
offset.rotation(shipAngle);
s = getActorInstance(Vector.<Actor>(shots));
var i:int = shipFireCount % 2;
if (s != null)
{
s.pos.x = shipPos.x + offset.x * (i * 2 - 1);
s.pos.y = shipPos.y + offset.y * (i * 2 - 1);
s.angle = shipAngle + 0.2*(shipFireCount % 7-3);
s.ticks = 0;
addBlur(s.pos.x, s.pos.y, 10, 10, 255, 255, 0);
shotChar.setSpriteMatrix(s.sprite, s.pos, s.angle);
addChild(s.sprite);
shipFireCount++;
}
}
shipFireTicks -= gameSpeed;
if (shipInvincibleTicks >= 0)
{
for each (var e:Enemy in enemies)
{
if (!e.exists) continue;
if (Math.abs(shipPos.x - e.pos.x) <= e.spec.size.x - 12 &&
Math.abs(shipPos.y - e.pos.y) <= e.spec.size.y - 12)
{
shipDestroyed();
e.exists = false;
removeChild(e.sprite);
return;
}
}
for each (var b:Bullet in bullets)
{
if (!b.exists) continue;
if (shipPos.getRoughDistance(b.pos) <= SHIP_COLLISION_SIZE)
{
shipDestroyed();
b.exists = false;
removeChild(b.sprite);
return;
}
}
}
}
private function updateShots():void
{
var s:Shot;
for each (s in shots)
{
if (!s.exists) continue;
s.pos.x += Math.sin(s.angle) * SHOT_SPEED * gameSpeed;
s.pos.y -= Math.cos(s.angle) * SHOT_SPEED * gameSpeed;
if (s.pos.y < -SCREEN_HEIGHT / 2)
{
s.exists = false;
removeChild(s.sprite);
continue;
}
s.ticks += gameSpeed;
shotChar.setSpriteMatrix(s.sprite, s.pos, s.angle);
addBlursOfAAChar(shotChar, s.pos, s.angle, 1.0, 1.0, 150, 100, 0);
for each (var e:Enemy in enemies)
{
if (!e.exists) continue;
if (Math.abs(s.pos.x - e.pos.x) <= e.spec.size.x &&
Math.abs(s.pos.y - e.pos.y) <= e.spec.size.y)
{
addSpark(s.pos, s.angle + Math.PI, 0.2, SHOT_SPEED, 1.0, 2);
e.shield--;
e.isHit = true;
s.exists = false;
removeChild(s.sprite);
break;
}
}
}
}
private function updateEnemies():void
{
var e:Enemy;
var es:EnemySpec = null;
zako1.appearanceTicks -= gameSpeed;
if (zako1.appearanceTicks <= 0)
{
es = zako1;
var ei:int = ZAKO1_APPEARANCE_INTERVAL / enemyIntervalRank;
ei *= (0.75 + Math.random() * 0.5);
if (ei < 5) ei = 5;
zako1.appearanceTicks += ei;
}
mid1.appearanceTicks -= gameSpeed;
if (mid1.appearanceTicks <= 0)
{
es = mid1;
mid1.appearanceTicks += MID1_APPEARANCE_INTERVAL * (0.5 + Math.random());
}
if (es != null)
{
e = getActorInstance(Vector.<Actor>(enemies));
if (e != null)
{
e.spec = es;
e.speedRatio = enemySpeedRank;
var fsr:Number = bulletSpeedRank;
if (fsr < 1.0) fsr = 1.0;
e.fireSpeedRatio = fsr;
var fir:Number = bulletIntervalRank;
if (fir > 25.0) fir = 25.0;
e.fireIntervalRatio = fir;
e.ticks = 0;
e.fireTicks = 0.0; e.fireSeqTicks = 0.0; e.fireCount = 0;
e.shield = e.spec.shield;
e.isHit = false;
e.spec.initialize(e, shipPos);
e.spec.aaChar.drawToSprite(e.sprite);
addChild(e.sprite);
}
}
for each (e in enemies)
{
if (!e.exists) continue;
if (!Field.contains(e.pos) || e.shield <= 0)
{
e.exists = false;
removeChild(e.sprite);
if (e.shield <= 0) addSpark(e.pos, 0, Math.PI, 4.0, 1.5, 8);
continue;
}
e.spec.update(e, shipPos, this);
e.ticks += gameSpeed;
e.fireTicks -= gameSpeed;
e.spec.aaChar.setSpriteMatrix(e.sprite, e.pos, e.angle, e.spec.scale.x, e.spec.scale.y);
if (e.isHit)
{
e.isHit = false;
addBlursOfAAChar(e.spec.aaChar, e.pos, e.angle, e.spec.scale.x * 1.5, e.spec.scale.y * 1.5, 255, 255, 0);
}
else
{
addBlursOfAAChar(e.spec.aaChar, e.pos, e.angle, e.spec.scale.x, e.spec.scale.y);
}
}
}
public function fireBullet(p:Vector2, angle:Number, speed:Number, size:Number):void
{
if (p.getRoughDistance(shipPos) <= 200 ||
p.x - Field.offsetX <= -Field.size.x + Field.SIDE_BOARD_WIDTH ||
p.x - Field.offsetX >= Field.size.x - Field.SIDE_BOARD_WIDTH) return;
var b:Bullet = getActorInstance(Vector.<Actor>(bullets));
if (b == null) return;
b.pos.x = p.x; b.pos.y = p.y;
b.vel.x = Math.sin(angle) * speed;
b.vel.y = -Math.cos(angle) * speed;
b.speed = speed;
b.size = size;
addBlur(b.pos.x + b.vel.x * 2, b.pos.y + b.vel.y * 2, 20, 20, 255, 200, 100);
b.ticks = 0;
addChild(b.sprite);
}
private function updateBullets():void
{
var totalSpeed:Number = 0;
for each (var b:Bullet in bullets)
{
if (!b.exists) continue;
b.pos.addMultiplied(b.vel, gameSpeed);
if (!Field.contains(b.pos))
{
b.exists = false;
removeChild(b.sprite);
continue;
}
var a:Number = b.ticks * 0.1;
bulletChar.setSpriteMatrix(b.sprite, b.pos, a, b.size, b.size);
var sz:Number = b.size * (1.1 + Math.sin(b.ticks * 0.2) * 0.2);
var cl:int = 128 + 64 + Math.sin(b.ticks * 0.3) * 64;
addBlursOfAAChar(bulletChar, b.pos, a, sz, sz, cl, 100, 255);
b.ticks += gameSpeed;
totalSpeed += b.speed + 5.0;
}
if (totalSpeed > 500.0)
{
gameSpeed = 1.0 - (totalSpeed - 500.0) / 250.0;
if (gameSpeed < 0.7) gameSpeed = 0.7;
}
else
{
gameSpeed = 1.0;
}
}
private function updateSparks():void
{
for each (var s:Spark in sparks)
{
if (!s.exists) continue;
s.pos.addMultiplied(s.vel, gameSpeed);
s.vel.mul(1 - 0.05 * gameSpeed);
s.size *= (1 - 0.05 * gameSpeed);
if (!Field.contains(s.pos) || s.ticks <= 0)
{
s.exists = false;
removeChild(s.sprite);
continue;
}
var a:Number = s.ticks * 0.2;
sparkChar.setSpriteMatrix(s.sprite, s.pos, a, s.size, s.size);
addBlursOfAAChar(sparkChar, s.pos, a, s.size, s.size,
250, Math.random() * 128 + 128, 0);
s.ticks -= gameSpeed;
}
}
private function shipDestroyed():void
{
addSpark(shipPos, 0, Math.PI, 10.0, 6.0, 20);
addSpark(shipPos, Math.PI / 2, 0, 30.0, 5.0, 10);
addSpark(shipPos, -Math.PI / 2, 0, 30.0, 5.0, 10);
shipInvincibleTicks = -SHIP_INVINCIBLE_TICKS * 1.5;
removeChild(shipSprite);
}
private function addSpark(p:Vector2, angle:Number, ao:Number, speed:Number, size:Number, count:Number):void
{
for (var i:int = 0; i < count; i++)
{
var s:Spark = getActorInstance(Vector.<Actor>(sparks));
if (s == null) return;
s.pos.x = p.x; s.pos.y = p.y;
var a:Number = angle + ao * (Math.random() * 2 - 1);
var sp:Number = speed * (0.5 + Math.random());
s.vel.x = Math.sin(a) * sp;
s.vel.y = -Math.cos(a) * sp;
s.size = size;
s.ticks = 15 + 15 * Math.random();
sparkChar.setSpriteMatrix(s.sprite, s.pos, a, s.size, s.size);
addChild(s.sprite);
}
}
private function addBlursOfAAChar(ac:AAChar, p:Vector2, angle:Number, sx:Number = 1, sy:Number = 1,
cr:int = -1, cg:int = -1, cb:int = -1):void
{
var br:int, bg:int, bb:int;
if (cr >= 0)
{
br = cr; bg = cg; bb = cb;
}
for each (var b:Blur in ac.blurs)
{
offset.x = b.pos.x * sx; offset.y = b.pos.y * sy;
offset.rotation(angle);
if (cr < 0)
{
br = b.r; bg = b.g; bb = b.b;
}
addBlur(p.x + offset.x, p.y + offset.y, b.width * sx, b.height * sy, br, bg, bb);
}
}
private function addBlur(x:Number, y:Number, w:Number, h:Number, r:int, g:int, b:int):void
{
if (blurCounts[blurIndex] >= BLUR_MAX_COUNT) return;
var bl:Blur = blurs[blurIndex][blurCounts[blurIndex]];
bl.pos.x = x + SCREEN_WIDTH / 2; bl.pos.y = y + SCREEN_HEIGHT / 2;
bl.width = w; bl.height = h;
bl.r = r; bl.g = g; bl.b = b;
blurCounts[blurIndex]++;
}
private function updateBlur(b:Blur):void
{
rect.x = b.pos.x - b.width / 2 - Field.offsetX;
rect.y = b.pos.y - b.height / 2;
rect.width = b.width;
rect.height = b.height;
buffer.fillRect(rect, b.r * 0x10000 + b.g * 0x100 + b.b);
b.width *= 1.2; b.height *= 1.2;
var a:int = (b.r + b.g + b.b) / 3;
b.r += (a - b.r) * 0.25;
b.g += (a - b.g) * 0.25;
b.b += (a - b.b) * 0.25;
b.r *= 0.65; b.g *= 0.65; b.b *= 0.65;
}
private function getActorInstance(actors:Vector.<Actor>):*
{
var al:int = actors.length
for (var i:int = 0; i < al; i++)
{
if (!actors[i].exists)
{
actors[i].exists = true;
return actors[i];
}
}
return null;
}
}
}
import flash.display.BitmapData;
import flash.display.Bitmap;
import flash.display.Sprite;
import flash.geom.Rectangle;
import flash.geom.Matrix;
import flash.text.TextField;
import flash.text.TextFormat;
import flash.events.KeyboardEvent;
class Actor
{
public var exists:Boolean = false;
public var pos:Vector2 = new Vector2;
public var sprite:Sprite = new Sprite;
public var ticks:Number;
}
class Shot extends Actor
{
public var angle:Number;
}
class Enemy extends Actor
{
public var angle:Number;
public var speed:Number;
public var speedRatio:Number;
public var fireSpeedRatio:Number;
public var fireIntervalRatio:Number;
public var fireTicks:Number;
public var fireSeqTicks:Number;
public var fireCount:int;
public var shield:int;
public var isHit:Boolean;
public var spec:EnemySpec;
}
class EnemySpec
{
public var size:Vector2 = new Vector2;
public var scale:Vector2 = new Vector2;
public var shield:int;
public var aaChar:AAChar;
public var appearanceTicks:Number;
public function initialize(e:Enemy, shipPos:Vector2):void { }
public function update(e:Enemy, shipPos:Vector2, main:AAShip):void {}
}
class Zako1 extends EnemySpec
{
private const SPEED:Number = 6;
private const ANGLE_VELOCITY:Number = 0.05;
private const FIRE_INTERVAL:Number = 60;
private const BULLET_SPEED:Number = 5;
public function Zako1()
{
size.x = size.y = 32;
scale.x = scale.y = 1.0;
shield = 1;
aaChar = new AAChar(["<O>", " v "], ["WGW", " C "], 2, 2);
}
override public function initialize(e:Enemy, shipPos:Vector2):void
{
e.pos.x = Field.size.x * (Math.random() * 2 - 1);
e.pos.y = -Field.size.y;
e.angle = Math.PI;
e.speed = SPEED * e.speedRatio;
}
override public function update(e:Enemy, shipPos:Vector2, main:AAShip):void
{
e.pos.x += Math.sin(e.angle) * e.speed * AAShip.gameSpeed;
e.pos.y -= Math.cos(e.angle) * e.speed * AAShip.gameSpeed;
var pa:Number = Math.atan2(-e.pos.x + shipPos.x, e.pos.y - shipPos.y);
var ao:Number = pa - e.angle;
ao = Util.normalizeAngle(ao);
if (ao > ANGLE_VELOCITY) e.angle += ANGLE_VELOCITY;
else if (ao < -ANGLE_VELOCITY) e.angle -= ANGLE_VELOCITY;
else e.angle = pa;
e.angle = Util.normalizeAngle(e.angle);
if (e.fireTicks <= 0)
{
e.fireTicks += FIRE_INTERVAL / e.fireIntervalRatio;
main.fireBullet(e.pos, pa, BULLET_SPEED * e.fireSpeedRatio, 1.0);
}
}
}
class Mid1 extends EnemySpec
{
private const WAVE_INTERVAL:int = 120;
private const SPEED:Number = 1;
private const FIRE_INTERVAL:Number = 150;
private const BULLET_SPEED:Number = 5;
public function Mid1()
{
size.x = 64; size.y = 48;
scale.x = scale.y = 1.2;
shield = 16;
aaChar = new AAChar([".__.", "\\##/"], ["RYYR", "WCCW"], 2, 2);
}
override public function initialize(e:Enemy, shipPos:Vector2):void
{
e.pos.x = Field.size.x * 0.6 * (Math.random() * 2 - 1);
e.ticks = Math.random() * WAVE_INTERVAL;
e.pos.y = -Field.size.y;
e.angle = 0;
e.speed = SPEED * (Math.random() + 1.0);
e.fireSpeedRatio = Math.sqrt(e.fireSpeedRatio);
e.fireIntervalRatio = Math.sqrt(e.fireIntervalRatio);
}
override public function update(e:Enemy, shipPos:Vector2, main:AAShip):void
{
var xa:Number = e.ticks * Math.PI * 2.0 / WAVE_INTERVAL;
e.pos.x += Math.sin(xa) * 1.0 * AAShip.gameSpeed;
e.angle = -Math.sin(xa) * 0.2;
e.pos.y += e.speed * AAShip.gameSpeed;
if (e.pos.y < 0)
{
if (e.fireTicks <= 0)
{
e.fireTicks += FIRE_INTERVAL / e.fireIntervalRatio;
e.fireSeqTicks = 0;
e.fireCount = 4;
}
if (e.fireCount > 0)
{
e.fireSeqTicks -= AAShip.gameSpeed;
if (e.fireSeqTicks <= 0)
{
e.fireSeqTicks = 3;
e.fireCount--;
var pa:Number = Math.atan2(-e.pos.x + shipPos.x, e.pos.y - shipPos.y);
for (var i:int = 0; i < 3; i++)
{
main.fireBullet(e.pos, pa - (i - 1) * 0.5,
BULLET_SPEED * e.fireSpeedRatio * (1.0 + (3 - e.fireCount) * 0.25), 1.25);
}
}
}
}
else
{
e.speed += (SPEED * 4 - e.speed) * 0.1;
}
}
}
class Bullet extends Actor
{
public var vel:Vector2 = new Vector2;
public var speed:Number;
public var size:Number;
}
class Spark extends Actor
{
public var vel:Vector2 = new Vector2;
public var size:Number;
}
class Blur
{
public var pos:Vector2 = new Vector2;
public var width:Number, height:Number;
public var r:int, g:int, b:int;
}
class Field
{
public static const SIDE_BOARD_WIDTH:Number = AAShip.SCREEN_WIDTH / 6;
private static const STAR_COUNT:int = 256;
public static var size:Vector2;
public static var offsetX:Number;
private static var stars:Vector.<Star>;
private static var rect:Rectangle = new Rectangle;
public static function initialize():void
{
size = new Vector2;
size.x = AAShip.SCREEN_WIDTH * 1.1 / 2; size.y = AAShip.SCREEN_HEIGHT * 1.1 / 2;
stars = new Vector.<Star>(STAR_COUNT, true);
for (var i:int = 0; i < STAR_COUNT; i++)
{
var s:Star = new Star;
var z:Number = 1.0 + Math.random() * 10;
var sz:int = (5 + Math.random() * 5) / z;
if (sz < 1) sz = 1;
s.pos.x = (Math.random() * 2 - 1) * size.x - sz;
s.pos.y = (Math.random() * 2 - 1) * size.y - sz;
s.size = sz;
s.velRatio = 1.0 / z;
s.color = (int)(Math.random() * 127 + 128) * 0x100 +
(int)(Math.random() * 127 + 128);
stars[i] = s;
}
}
public static function draw(buffer:BitmapData):void
{
for each (var s:Star in stars)
{
rect.x = s.pos.x - offsetX * s.velRatio + AAShip.SCREEN_WIDTH / 2;
rect.y = s.pos.y + AAShip.SCREEN_HEIGHT / 2;
rect.width = rect.height = s.size;
buffer.fillRect(rect, s.color);
s.pos.y += 3.0 * s.velRatio;
if (s.pos.y > size.y) s.pos.y -= size.y * 2;
}
}
public static function drawSideBoard(buffer:BitmapData):void
{
rect.width = SIDE_BOARD_WIDTH;
rect.height = AAShip.SCREEN_HEIGHT;
rect.x = rect.y = 0;
buffer.fillRect(rect, 0);
rect.x = AAShip.SCREEN_WIDTH - rect.width;
buffer.fillRect(rect, 0);
}
public static function contains(p:Vector2):Boolean
{
return (p.x >= -size.x && p.x <= size.x && p.y >= -size.y && p.y <= size.y);
}
}
class Star
{
public var pos:Vector2 = new Vector2;
public var size:Number;
public var color:int;
public var velRatio:Number;
}
class AAChar
{
private static const COLOR_PATTERNS:Array =
[["R", 250, 100, 100], ["G", 100, 250, 100], ["B", 100, 100, 250],
["Y", 250, 250, 100], ["P", 250, 100, 250], ["C", 100, 250, 250],
["W", 250, 250, 250]];
private const CHAR_SIZE:int = 24;
private const CHAR_OFFSET_X:int = 14;
private const CHAR_OFFSET_Y:int = 17;
private const CHAR_HEIGHT:int = 24;
private static var colorCount:int;
private static var textFormats:Vector.<TextFormat> = new Vector.<TextFormat>;
public var textFields:Vector.<TextField> = new Vector.<TextField>;
public var blurs:Vector.<Blur> = new Vector.<Blur>;
public var width:int, height:int;
private var bitmapData:BitmapData;
public static function initialize():void
{
colorCount = 0;
for each (var cp:Array in COLOR_PATTERNS)
{
var tf:TextFormat = new TextFormat;
tf.font = "_typewriter";
tf.bold = true;
tf.size = 24;
tf.leading = -10;
tf.color = (int)(cp[1] * 0.75) * 0x10000 + (int)(cp[2] * 0.75) * 0x100 + (int)(cp[3] * 0.75);
textFormats.push(tf);
colorCount++;
}
}
public function AAChar(chars:Array, colors:Array, divX:int = 1, divY:int = 1)
{
var i:int;
var tfts:Vector.<String> = new Vector.<String>(colorCount, true);
var tffs:Vector.<Boolean> = new Vector.<Boolean>(colorCount, true);
for (i = 0; i < colorCount; i++)
{
tfts[i] = "";
tffs[i] = false;
}
var cx:int, cy:int = 0;
var bd:BitmapData;
var tf:TextField;
var b:Blur;
for (i = 0; i < chars.length; i++)
{
var str:String = chars[i];
var colorStr:String = colors[i];
cx = 0;
var j:int;
for (j = 0; j < str.length; j++)
{
var c:String = str.charAt(j);
var color:String = colorStr.charAt(j);
var ci:int;
for (var k:int = 0; k < colorCount; k++)
{
if (color == COLOR_PATTERNS[k][0])
{
tfts[k] += c;
tffs[k] = true;
ci = k;
}
else
{
tfts[k] += " ";
}
}
bd = new BitmapData(CHAR_SIZE, CHAR_SIZE, false, 0);
tf = new TextField;
tf.defaultTextFormat = textFormats[ci];
tf.text = c;
bd.draw(tf);
for (var dx:int = 0; dx < divX; dx++)
{
for (var dy:int = 0; dy < divY; dy++)
{
var minX:int = CHAR_SIZE, maxX:int = -1;
var minY:int = CHAR_SIZE, maxY:int = -1;
for (var x:int = dx * CHAR_SIZE / divX; x < (dx + 1) * CHAR_SIZE / divX; x++)
{
for (var y:int = dy * CHAR_SIZE / divY; y < (dy + 1) * CHAR_SIZE / divY; y++)
{
if (bd.getPixel(x, y) > 0)
{
if (minX > x) minX = x;
if (maxX < x) maxX = x;
if (minY > y) minY = y;
if (maxY < y) maxY = y;
}
}
}
if (maxX >= 0)
{
b = new Blur;
b.width = maxX - minX + 1;
b.height = maxY - minY + 1;
b.pos.x = minX + cx * CHAR_OFFSET_X + b.width / 2;
b.pos.y = minY + cy * CHAR_OFFSET_Y + b.height / 2;
b.r = COLOR_PATTERNS[ci][1] + (255 - COLOR_PATTERNS[ci][1]) * 0.5;
b.g = COLOR_PATTERNS[ci][2] + (255 - COLOR_PATTERNS[ci][2]) * 0.5;
b.b = COLOR_PATTERNS[ci][3] + (255 - COLOR_PATTERNS[ci][3]) * 0.5;
blurs.push(b);
}
}
}
cx++;
}
for (j = 0; j < colorCount; j++)
{
tfts[j] += "\n";
}
cy++;
}
width = cx * CHAR_OFFSET_X;
height = cy * CHAR_HEIGHT;
for (i = 0; i < colorCount; i++)
{
if (!tffs[i]) continue;
tf = new TextField;
tf.defaultTextFormat = textFormats[i];
tf.multiline = true;
tf.text = tfts[i];
textFields.push(tf);
}
for each (b in blurs)
{
b.pos.x -= width / 2;
b.pos.y -= height / 2;
}
bitmapData = new BitmapData(width, height, true, 0);
for each (tf in textFields)
{
bitmapData.draw(tf);
}
}
public function drawToSprite(s:Sprite):void
{
while (s.numChildren > 0)
{
s.removeChildAt(0);
}
s.addChild(new Bitmap(bitmapData));
}
public function setSpriteMatrix(s:Sprite, p:Vector2, angle:Number, sx:Number = 1, sy:Number = 1):void
{
var m:Matrix = new Matrix;
m.translate(-width / 2, -height / 2);
m.scale(sx, sy);
m.rotate(angle);
m.translate(p.x + AAShip.SCREEN_WIDTH / 2 - Field.offsetX, p.y + AAShip.SCREEN_HEIGHT / 2);
s.transform.matrix = m;
}
}
// Utility classes.
class Vector2
{
public var x:Number = 0;
public var y:Number = 0;
public function add(v:Vector2):void
{
x += v.x;
y += v.y;
}
public function addMultiplied(v:Vector2, mv:Number):void
{
x += v.x * mv;
y += v.y * mv;
}
public function sub(v:Vector2):void
{
x -= v.x;
y -= v.y;
}
public function mul(v:Number):void
{
x *= v;
y *= v;
}
public function div(v:Number):void
{
x /= v;
y /= v;
}
public function normalize():void
{
div(length);
}
public function get length():Number
{
return Math.sqrt(x * x + y * y);
}
public function getRoughDistance(p:Vector2):Number
{
return Math.abs(x - p.x) + Math.abs(y - p.y);
}
public function rotation(v:Number):void
{
var sv:Number = Math.sin(v);
var cv:Number = Math.cos(v);
var rx:Number = cv * x - sv * y;
y = sv * x + cv * y;
x = rx;
}
}
class Key
{
public static var left:Boolean, up:Boolean, right:Boolean, down:Boolean;
public static var button1:Boolean;
public static function onKeyUp(event:KeyboardEvent):void
{
switch (event.keyCode)
{
case 0x25:
case 0x41:
{
left = false;
break;
}
case 0x26:
case 0x57:
{
up = false;
break;
}
case 0x27:
case 0x44:
{
right = false;
break;
}
case 0x28:
case 0x53:
{
down = false;
break;
}
case 0x5a:
case 0xbf:
case 0x58:
case 0xbe:
{
button1 = false;
break;
}
}
}
public static function onKeyDown(event:KeyboardEvent):void
{
switch (event.keyCode)
{
case 0x25:
case 0x41:
{
left = true;
break;
}
case 0x26:
case 0x57:
{
up = true;
break;
}
case 0x27:
case 0x44:
{
right = true;
break;
}
case 0x28:
case 0x53:
{
down = true;
break;
}
case 0x5a:
case 0xbf:
case 0x58:
case 0xbe:
{
button1 = true;
break;
}
}
}
}
class Util
{
public static function normalizeAngle(v:Number):Number
{
if (v > Math.PI) return v - Math.PI * 2;
else if (v < -Math.PI) return v + Math.PI * 2;
else return v;
}
}