シロクロ×ダイバー:「ブラック・ブロック・ブリッジ」
詳細はFork元を参考のこと
「シロクロ×ダイバー」(正式版)
・概要
・「ブロック=スペース」のステージでゴールに辿り着くアクションゲーム
・操作方法(画面を2回クリックしないと反応しないかもしれない)
・←→:移動
・↑:ジャンプ
・R:リスタート
「ブロックで通路を作る」ことをメインにしたステージ。
ただ、今のコードだとブロック同士やブロックとプレイヤーの干渉が
不安定なため、2つ目の通路がなかなか安定しない。
(ので、今はめりこませている)
さらに、「2マス分の長さのブロック」が今の仕様だと
作れないことが判明したので、作り直すことがあれば
Box2Dまわりと一緒に直したいところ。
/**
* Copyright o_healer ( http://wonderfl.net/user/o_healer )
* MIT License ( http://www.opensource.org/licenses/mit-license.php )
* Downloaded from: http://wonderfl.net/c/s9mS
*/
// forked from o_healer's シロクロ×ダイバー
//詳細はFork元を参考のこと
/*
「シロクロ×ダイバー」(正式版)
・概要
・「ブロック=スペース」のステージでゴールに辿り着くアクションゲーム
・操作方法(画面を2回クリックしないと反応しないかもしれない)
・←→:移動
・↑:ジャンプ
・R:リスタート
「ブロックで通路を作る」ことをメインにしたステージ。
ただ、今のコードだとブロック同士やブロックとプレイヤーの干渉が
不安定なため、2つ目の通路がなかなか安定しない。
(ので、今はめりこませている)
さらに、「2マス分の長さのブロック」が今の仕様だと
作れないことが判明したので、作り直すことがあれば
Box2Dまわりと一緒に直したいところ。
*/
package {
import flash.display.*;
import flash.events.*;
import flash.geom.*;
import flash.filters.*;
import flash.ui.Keyboard;
import Box2D.Dynamics.*;
import Box2D.Dynamics.Contacts.*;
import Box2D.Collision.*;
import Box2D.Collision.Shapes.*;
import Box2D.Common.Math.*;
public class GameMain extends Sprite{
//==Const==
static public const PANEL_LEN:int = 32;//16;
//マップ
static public const O:int = 0;
static public const X:int = 1;
static public const Q:int = 2;
static public const V:int = 3;
static public const P:int = 99;
static public const G:int = 100;
static public const B:int = 200;
static public const MAP:Array = [
//Black Block Bridge
[X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X],
[X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X],
[O, O, O, V, X, X, O, O, O, O, O, X, X, X, V, O, O, O, O, O, O, O, O, O, O, X, X, X, X, X, X, X, X, X],
[O, O, O, V, X, X, O, O, O, O, O, X, X, X, V, O, O, O, O, O, O, O, O, O, O, X, X, X, X, X, X, X, X, X],
[O, O, O, V, X, X, O, O, O, O, O, X, X, X, V, O, O, O, O, O, O, O, O, O, O, X, X, X, X, X, X, X, X, X],
[O, O, O, V, X, X, O, B, O, O, O, X, X, X, V, O, O, O, O, B, B, O, B, B, O, X, X, X, X, X, X, X, X, X],
[O, O, O, V, X, X, X, X, X, V, X, O, O, O, X, X, X, X, X, X, X, O, X, X, X, X, X, X, X, X, X, X, X, X],
[O, P, O, V, X, X, X, X, X, X, X, O, O, O, O, O, O, O, O, O, O, O, O, O, O, O, O, X, O, O, O, O, O, O],
[X, X, X, X, X, O, O, O, O, O, O, O, O, O, O, O, O, O, O, O, O, O, O, O, O, O, O, X, O, O, O, O, O, O],
[X, X, X, X, X, O, O, O, O, O, O, O, O, O, O, O, O, O, O, O, O, O, O, X, X, X, X, X, X, X, X, X, X, O],
[X, X, X, X, X, O, O, O, O, O, O, O, O, O, O, O, O, O, O, O, O, O, O, X, X, V, V, V, V, V, V, V, X, O],
[X, X, X, X, X, O, O, O, O, O, O, O, O, O, O, O, O, O, O, O, O, O, O, O, O, O, O, O, O, O, B, O, O, O],
[X, X, X, X, X, O, O, O, O, O, O, O, O, O, O, O, O, O, O, O, O, O, O, O, X, X, X, X, X, X, X, X, X, O],
[X, X, X, X, X, O, O, O, O, O, O, O, O, O, O, O, O, O, O, O, O, O, O, O, X, X, V, X, X, X, X, X, X, O],
[X, X, X, X, X, O, O, O, O, O, O, O, O, O, O, O, O, O, O, O, O, O, O, O, O, O, O, O, X, X, X, X, X, O],
[X, X, X, X, X, O, O, O, O, O, O, O, O, O, O, O, O, O, O, O, O, O, O, O, O, O, G, O, X, X, X, X, X, O],
[X, X, X, X, X, O, O, O, O, O, O, O, O, O, O, O, O, O, O, O, O, O, O, O, O, X, X, X, X, X, X, X, X, O],
];
//==Var==
//マップの幅
static public var H:int = 100;//あとでちゃんと更新
static public var W:int = 100;//あとでちゃんと更新
//レイヤー:ルート
public var m_Layer_Root:Sprite = new Sprite();
//- レイヤー:ゲートエフェクト(エフェクトの部分)
public var m_Layer_Gate:Sprite = new Sprite();
//- レイヤー:地形
public var m_Layer_Terrain:Sprite = new Sprite();
//- レイヤー:ゲート地形(地形の黒い部分)
public var m_Layer_GateAsBlock:Sprite = new Sprite();
//- レイヤー:ブロック:黒
public var m_Layer_Block_Black:Sprite = new Sprite();
//- レイヤー:ブロック:白
public var m_Layer_Block_White:Sprite = new Sprite();
//- レイヤー:プレイヤー
public var m_Layer_Player:Sprite = new Sprite();
//グラフィック
//- グラフィック:ブロック
public var m_BitmapData_Terrain:BitmapData;
//- グラフィック:ゲート
public var m_BitmapData_Gate:BitmapData;
//- グラフィック:ゲート地形
public var m_BitmapData_GateAsBlock:BitmapData;
//地形判定に使うBitmapData
public var m_BitmapData_Collision:BitmapData;
public var m_BitmapData_Collision_ForBlackBlock:BitmapData;
public var m_BitmapData_Collision_ForWhiteBlock:BitmapData;
//高速化用事前計算
public var m_BitmapData_Pre_TerrainAsBlack:BitmapData;
//汎用ビットマップ(地形の計算に利用する)
public var m_BitmapData_Util_0:BitmapData;
public var m_BitmapData_Util_1:BitmapData;
//コリジョン描画用Dirtyフラグまわり
public var m_DirtyFlag:Boolean = false;
public var m_DirtyFlag_ForBlackBlock:Boolean = false;
public var m_DirtyFlag_ForWhiteBlock:Boolean = false;
public var m_RedrawRect:Rectangle = new Rectangle();
public var m_RedrawPoint:Point = new Point();
//#Physics
public var m_PhysWorld:b2World;
//プレイヤー
public var m_Player:Player;
//プレイヤー表示切り替え用マスク
public var m_ShapeMask_ForPlayer:Sprite = new Sprite();
//==Function==
//Static Global Access
static private var m_Instance:GameMain;
static public function Instance():GameMain{return m_Instance;}
//#Init
public function GameMain(){
//Init Later (for Using "stage" etc.)
addEventListener(Event.ADDED_TO_STAGE, Init);
m_Instance = this;
}
public function Init(e:Event = null):void{
var x:int, y:int;
//Init Once Only
{
removeEventListener(Event.ADDED_TO_STAGE, Init);
}
//Common Param
{
W = MAP[0].length * PANEL_LEN;
H = MAP.length * PANEL_LEN;
}
//Setup Box2D
//m_PhysWorld
{//座標系はスケーリングせず、物理エンジン中の位置とドットの位置は同じ値になるようにする
//Create World
{
var worldAABB:b2AABB;
{
worldAABB = new b2AABB();
worldAABB.lowerBound.Set(-W, -H);
worldAABB.upperBound.Set(2*W, 2*H);
}
var gravity:b2Vec2;
{
gravity = new b2Vec2(0, 600 / IGameObject.PHYS_SCALE);
}
m_PhysWorld = new b2World(worldAABB, gravity, true);
}
}
//BG
{
addChild(new Bitmap(new BitmapData(W, H, false, 0xFFFFFF)));
//addChild(new Bitmap(new BitmapData(W, H, false, 0x000000)));//確認用
}
//Layer
{
addChild(m_Layer_Root);
{
m_Layer_Root.addChild(m_Layer_Gate);
m_Layer_Root.addChild(m_Layer_Terrain);
m_Layer_Root.addChild(m_Layer_GateAsBlock);
m_Layer_Root.addChild(m_Layer_Block_Black);
m_Layer_Root.addChild(m_Layer_Block_White);
m_Layer_Root.addChild(m_Layer_Player);
m_Layer_Player.addChild(m_ShapeMask_ForPlayer);
}
}
//グラフィック:下準備
{
//m_BitmapData_Terrain
{
m_BitmapData_Terrain = new BitmapData(W,H, true, 0x00000000);
m_Layer_Terrain.addChild(new Bitmap(m_BitmapData_Terrain));
}
//m_BitmapData_Gate
{
m_BitmapData_Gate = new BitmapData(W,H, true, 0x00000000);
m_Layer_Gate.addChild(new Bitmap(m_BitmapData_Gate));
}
//m_BitmapData_GateAsBlock
{
m_BitmapData_GateAsBlock = new BitmapData(W,H, true, 0x00000000);
m_Layer_GateAsBlock.addChild(new Bitmap(m_BitmapData_GateAsBlock));
}
}
//コリジョン:下準備
{
//m_BitmapData_Collision
{
m_BitmapData_Collision = new BitmapData(W,H, true, 0x00000000);
m_BitmapData_Collision_ForBlackBlock = new BitmapData(W,H, true, 0x00000000);
m_BitmapData_Collision_ForWhiteBlock = new BitmapData(W,H, true, 0x00000000);
}
}
//MAPに基づく処理
var PlayerX:int = 0;
var PlayerY:int = 0;
var GoalX:int = 0;
var GoalY:int = 0;
{
var NumX:int = MAP[0].length;
var NumY:int = MAP.length;
var rect:Rectangle = new Rectangle(0,0, PANEL_LEN,PANEL_LEN);
var mtx:Matrix = new Matrix();
//ゲートエフェクト用
var GateEffect:Sprite = new Sprite();
{
var s:Shape;
var g:Graphics;
//X
{
s = new Shape();
GateEffect.addChild(s);
//Draw Rect
g = s.graphics;
g.lineStyle(0, 0x0000000, 0.0);
g.beginFill(0x000000, 1.0);
g.drawRect(0,0, PANEL_LEN,PANEL_LEN);
g.endFill();
//Draw Effect
s.filters = [new GlowFilter(0x0088FF, 1.0, PANEL_LEN,1)];
}
//Y
{
s = new Shape();
GateEffect.addChild(s);
//Draw Rect
g = s.graphics;
g.lineStyle(0, 0x0000000, 0.0);
g.beginFill(0x000000, 1.0);
g.drawRect(0,0, PANEL_LEN,PANEL_LEN);
g.endFill();
//Draw Effect
s.filters = [new GlowFilter(0x0088FF, 1.0, 1,PANEL_LEN)];
}
}
//プレイヤー表示のマスク用
var mask_for_player:Graphics;
{
var mask_shape:Shape = new Shape();
m_ShapeMask_ForPlayer.addChild(mask_shape);
mask_for_player = mask_shape.graphics;
mask_for_player.lineStyle(0, 0x000000, 0.0);
mask_for_player.beginFill(0x000000, 1.0);
}
//MAPの要素に応じた処理
for(y = 0; y < NumY; y++){
rect.y = y * PANEL_LEN;
mtx.ty = rect.y;
for(x = 0; x < NumX; x++){
rect.x = x * PANEL_LEN;
mtx.tx = rect.x;
switch(MAP[y][x]){
case O://空間
break;
case X://ブロック
m_BitmapData_Terrain.fillRect(rect, 0xFF000000);
mask_for_player.drawRect(rect.x, rect.y, rect.width, rect.height);
break;
case V://隣接する空間と移動可能なブロック
m_BitmapData_GateAsBlock.fillRect(rect, 0xFF000000);
m_BitmapData_Gate.draw(GateEffect, mtx);
mask_for_player.drawRect(rect.x, rect.y, rect.width, rect.height);
break;
case P://プレイヤー位置(それ以外は空間扱い)
PlayerX = rect.x + PANEL_LEN/2;
PlayerY = rect.y + PANEL_LEN/2;
break
case G://ゴール位置(それ以外は空間扱い)
GoalX = rect.x + PANEL_LEN/2;
GoalY = rect.y + PANEL_LEN/2;
break
//*
case B://黒ブロック位置
{
m_Layer_Block_Black.addChild(
new MovableBlock(m_PhysWorld, rect.x + PANEL_LEN/2, rect.y + PANEL_LEN/2)
);
}
break;
//*/
}
}
}
//後処理
{
mask_for_player.endFill();
}
}
//Player
{
m_Player = new Player(m_PhysWorld, PlayerX, PlayerY);
m_Layer_Player.addChild(m_Player);
}
//Goal
{
m_Layer_Root.addChild(new Goal(GoalX, GoalY));
}
//Bitmap : 事前計算
{
//m_BitmapData_Pre_TerrainAsBlack
{
m_BitmapData_Pre_TerrainAsBlack = new BitmapData(W, H, true, 0x00000000);
const mtx_identity:Matrix = new Matrix();
const ct_black:ColorTransform = new ColorTransform(0,0,0,1);
m_BitmapData_Pre_TerrainAsBlack.draw(m_Layer_Terrain, mtx_identity, ct_black, BlendMode.NORMAL, m_BitmapData_Pre_TerrainAsBlack.rect);
}
}
//Bitmap : Util
{
m_BitmapData_Util_0 = new BitmapData(W, H, true, 0x00000000);
m_BitmapData_Util_1 = new BitmapData(W, H, true, 0x00000000);
}
//Dirty
{
ResetDirty();
}
//コリジョンを実際に描画
{
m_DirtyFlag_ForBlackBlock = true;
m_DirtyFlag_ForWhiteBlock = true;
RedrawCollision(new Rectangle(0,0,W,H), new Point());
// RedrawCollision(new Rectangle(2*PANEL_LEN,0,W-2*PANEL_LEN,H), new Point(2*PANEL_LEN));//test
}
//Call "Update"
{
addEventListener(Event.ENTER_FRAME, Update);
}
//Debug
// m_Layer_Root.addChild(new Bitmap(m_BitmapData_Collision));//コリジョンの可視化
// m_Layer_Root.addChild(new Bitmap(m_BitmapData_Collision_ForBlackBlock));//コリジョンの可視化
// m_Layer_Root.addChild(new Bitmap(m_BitmapData_Collision_ForWhiteBlock));//コリジョンの可視化
}
//#Update
public function Update(e:Event=null):void{
const DeltaTime:Number = 1/24.0;
//Redraw Collision
if(m_DirtyFlag){
//
RedrawCollision(m_RedrawRect, m_RedrawPoint);
//
ResetDirty();
}
//Update Phys
{
const iteration:int = 2;
m_PhysWorld.Step(DeltaTime, iteration);
}
//Camera
{//プレイヤーが画面に収まるようにRootの位置を調整
var CAMERA_W:int = stage.stageWidth;
var CAMERA_H:int = stage.stageHeight;
var trgX:Number = m_Player.x - CAMERA_W/2.0;
var trgY:Number = m_Player.y - CAMERA_H/2.0;
var MinX:Number = 0.0;
var MaxX:Number = W - CAMERA_W;
var MinY:Number = 0.0;
var MaxY:Number = H - CAMERA_H;
if(trgX > MaxX){
trgX = MaxX;
}
if(trgY > MaxY){
trgY = MaxY;
}
if(trgX < MinX){
trgX = MinX;
}
if(trgY < MinY){
trgY = MinY;
}
m_Layer_Root.x = -trgX;
m_Layer_Root.y = -trgY;
}
}
//地形コリジョン生成
public function RedrawCollision(in_Rect:Rectangle, in_Pos:Point):void
{
/*
//Dirtyな部分(今は全体描画になってる)
var rect:Rectangle = in_Rect;//m_Bitmap_Terrain.rect;
var rect_wide:Rectangle = new Rectangle(in_Rect.x-PANEL_LEN, in_Rect.y-PANEL_LEN, in_Rect.width+2*PANEL_LEN, in_Rect.height+2*PANEL_LEN);
if(rect_wide.left < 0){rect_wide.left = 0;}
if(rect_wide.right > W){rect_wide.right = W;}
if(rect_wide.top < 0){rect_wide.top = 0;}
if(rect_wide.bottom > H){rect_wide.bottom = H;}
var pos:Point = in_Pos;//new Point(0,0);
const mtx_identity:Matrix = new Matrix();
//m_BitmapData_Collision
{
pos.x = rect_wide.x;
pos.y = rect_wide.y;
//Reset
{//rectより一回り大きい範囲をクリアするだけでよいが、一応全てリセット
m_BitmapData_Util_0.fillRect(m_BitmapData_Util_0.rect, 0x00000000);
m_BitmapData_Util_1.fillRect(m_BitmapData_Util_1.rect, 0x00000000);
}
//まずは白と黒の境界線が描画されたものを用意する
{
//強制的に黒く描画
const ct_black:ColorTransform = new ColorTransform(0,0,0,1);
m_BitmapData_Util_0.draw(m_Layer_Terrain, mtx_identity, ct_black, BlendMode.NORMAL, rect_wide);
m_BitmapData_Util_0.draw(m_Layer_Block_Black, mtx_identity, ct_black, BlendMode.NORMAL, rect_wide);
//白でブラー
const blur_white:GlowFilter = new GlowFilter(0xFFFFFF,1.0, 2,2, 255);//幅が1でOKなら1で。
m_BitmapData_Util_1.applyFilter(m_BitmapData_Util_0, rect_wide, pos, blur_white);
//ゲート部分を描き足す
m_BitmapData_Util_1.draw(m_Layer_GateAsBlock, mtx_identity, ct_black, BlendMode.NORMAL, rect_wide);
//Rの値をAにセット:白は白のまま、黒かった部分は透明に。
m_BitmapData_Util_0.copyChannel(m_BitmapData_Util_1, rect_wide, pos, BitmapDataChannel.RED, BitmapDataChannel.ALPHA);
}
//そしてその境界線を膨らませて、実際のコリジョン描画にする
{
//横に伸ばす
// const blur_x:GlowFilter = new GlowFilter(0xFFFFFF,1.0, PANEL_LEN*3/5,1, 255);
const blur_x:GlowFilter = new GlowFilter(0x888888,1.0, PANEL_LEN*3/5,1, 255);
m_BitmapData_Util_1.applyFilter(m_BitmapData_Util_0, rect_wide, pos, blur_x);
//縦に伸ばす
// const blur_y:GlowFilter = new GlowFilter(0xFFFFFF,1.0, 1,PANEL_LEN*3/5, 255);
const blur_y:GlowFilter = new GlowFilter(0x888888,1.0, 1,PANEL_LEN*3/5, 255);
m_BitmapData_Util_0.applyFilter(m_BitmapData_Util_1, rect_wide, pos, blur_y);
}
pos.x = rect.x;
pos.y = rect.y;
//それを実際のコリジョンに移す
{
m_BitmapData_Collision.copyPixels(m_BitmapData_Util_0, rect, pos);
}
}
//m_BitmapData_Collision_ForBlackBlock
if(m_DirtyFlag_ForBlackBlock)
{
pos.x = rect_wide.x;
pos.y = rect_wide.y;
//Reset
{//rectより一回り大きい範囲をクリアするだけでよいが、一応全てリセット
m_BitmapData_Util_0.fillRect(m_BitmapData_Util_0.rect, 0x00000000);
m_BitmapData_Util_1.fillRect(m_BitmapData_Util_1.rect, 0x00000000);
}
//まずは白と黒の境界線が描画されたものを用意する
{
//強制的に黒く描画
// const ct_black:ColorTransform = new ColorTransform(0,0,0,1);
m_BitmapData_Util_0.draw(m_Layer_Terrain, mtx_identity, ct_black, BlendMode.NORMAL, rect_wide);
m_BitmapData_Util_0.draw(m_Layer_GateAsBlock, mtx_identity, ct_black, BlendMode.NORMAL, rect_wide);
//白でブラー
// const blur_white:GlowFilter = new GlowFilter(0xFFFFFF,1.0, 2,2, 255);//幅が1でOKなら1で。
m_BitmapData_Util_1.applyFilter(m_BitmapData_Util_0, rect_wide, pos, blur_white);
//Rの値をAにセット:白は白のまま、黒かった部分は透明に。
m_BitmapData_Util_0.copyChannel(m_BitmapData_Util_1, rect_wide, pos, BitmapDataChannel.RED, BitmapDataChannel.ALPHA);
}
//そしてその境界線を膨らませて、実際のコリジョン描画にする
{
//横に伸ばす
// const blur_x_for_block:GlowFilter = new GlowFilter(0xFFFFFF,1.0, PANEL_LEN-4,1, 255);
const blur_x_for_block:GlowFilter = new GlowFilter(0x888888,1.0, PANEL_LEN*3/4,1, 255);
m_BitmapData_Util_1.applyFilter(m_BitmapData_Util_0, rect_wide, pos, blur_x_for_block);
//縦に伸ばす
// const blur_y_for_block:GlowFilter = new GlowFilter(0xFFFFFF,1.0, 1,PANEL_LEN-4, 255);
const blur_y_for_block:GlowFilter = new GlowFilter(0x888888,1.0, 1,PANEL_LEN*3/4, 255);
m_BitmapData_Util_0.applyFilter(m_BitmapData_Util_1, rect_wide, pos, blur_y_for_block);
}
pos.x = rect.x;
pos.y = rect.y;
//それを実際のコリジョンに移す
{
m_BitmapData_Collision_ForBlackBlock.copyPixels(m_BitmapData_Util_0, rect, pos);
}
}
/*/
//上でコメントアウトした処理の高速化版
//Dirtyな部分(今は全体描画になってる)
var rect:Rectangle = in_Rect;//m_Bitmap_Terrain.rect;
var rect_wide:Rectangle = new Rectangle(in_Rect.x-PANEL_LEN, in_Rect.y-PANEL_LEN, in_Rect.width+2*PANEL_LEN, in_Rect.height+2*PANEL_LEN);
if(rect_wide.left < 0){rect_wide.left = 0;}
if(rect_wide.right > W){rect_wide.right = W;}
if(rect_wide.top < 0){rect_wide.top = 0;}
if(rect_wide.bottom > H){rect_wide.bottom = H;}
var pos:Point = in_Pos;//new Point(0,0);
const mtx_identity:Matrix = new Matrix();
//m_BitmapData_Collision
{
pos.x = rect_wide.x;
pos.y = rect_wide.y;
//Reset
{//rectより一回り大きい範囲をクリアするだけでよいが、一応全てリセット
// m_BitmapData_Util_0.fillRect(m_BitmapData_Util_0.rect, 0x00000000);
m_BitmapData_Util_0.copyPixels(m_BitmapData_Pre_TerrainAsBlack, rect_wide, pos);
//m_BitmapData_Util_1.fillRect(rect_wide, 0x00000000);
}
//まずは白と黒の境界線が描画されたものを用意する
{
//強制的に黒く描画
const ct_black:ColorTransform = new ColorTransform(0,0,0,1);
// m_BitmapData_Util_0.draw(m_Layer_Terrain, mtx_identity, ct_black, BlendMode.NORMAL, rect_wide);
m_BitmapData_Util_0.draw(m_Layer_Block_Black, mtx_identity, ct_black, BlendMode.NORMAL, rect_wide);
//白でブラー
const blur_white:GlowFilter = new GlowFilter(0xFFFFFF,1.0, 2,2, 255);//幅が1でOKなら1で。
m_BitmapData_Util_1.applyFilter(m_BitmapData_Util_0, rect_wide, pos, blur_white);
//ゲート部分を描き足す
m_BitmapData_Util_1.draw(m_Layer_GateAsBlock, mtx_identity, ct_black, BlendMode.NORMAL, rect_wide);
//Rの値をAにセット:白は白のまま、黒かった部分は透明に。
m_BitmapData_Util_0.copyChannel(m_BitmapData_Util_1, rect_wide, pos, BitmapDataChannel.RED, BitmapDataChannel.ALPHA);
}
//そしてその境界線を膨らませて、実際のコリジョン描画にする
{
//横に伸ばす
// const blur_x:GlowFilter = new GlowFilter(0xFFFFFF,1.0, PANEL_LEN*3/5,1, 255);
const blur_x:GlowFilter = new GlowFilter(0x888888,1.0, PANEL_LEN*3/5,1, 255);
m_BitmapData_Util_1.applyFilter(m_BitmapData_Util_0, rect_wide, pos, blur_x);
//縦に伸ばす
// const blur_y:GlowFilter = new GlowFilter(0xFFFFFF,1.0, 1,PANEL_LEN*3/5, 255);
const blur_y:GlowFilter = new GlowFilter(0x888888,1.0, 1,PANEL_LEN*3/5, 255);
// m_BitmapData_Util_0.applyFilter(m_BitmapData_Util_1, rect_wide, pos, blur_y);
}
pos.x = rect.x;
pos.y = rect.y;
//それを実際のコリジョンに移す
{
// m_BitmapData_Collision.copyPixels(m_BitmapData_Util_0, rect, pos);
m_BitmapData_Collision.applyFilter(m_BitmapData_Util_1, rect, pos, blur_y);
}
}
//m_BitmapData_Collision_ForBlackBlock
if(m_DirtyFlag_ForBlackBlock)
{
pos.x = rect_wide.x;
pos.y = rect_wide.y;
//Reset
{//rectより一回り大きい範囲をクリアするだけでよいが、一応全てリセット
// m_BitmapData_Util_0.fillRect(m_BitmapData_Util_0.rect, 0x00000000);
m_BitmapData_Util_0.copyPixels(m_BitmapData_Pre_TerrainAsBlack, rect_wide, pos);
// m_BitmapData_Util_1.fillRect(m_BitmapData_Util_1.rect, 0x00000000);
}
//まずは白と黒の境界線が描画されたものを用意する
{
//強制的に黒く描画
// const ct_black:ColorTransform = new ColorTransform(0,0,0,1);
// m_BitmapData_Util_0.draw(m_Layer_Terrain, mtx_identity, ct_black, BlendMode.NORMAL, rect_wide);
m_BitmapData_Util_0.draw(m_Layer_GateAsBlock, mtx_identity, ct_black, BlendMode.NORMAL, rect_wide);
//白でブラー
// const blur_white:GlowFilter = new GlowFilter(0xFFFFFF,1.0, 2,2, 255);//幅が1でOKなら1で。
m_BitmapData_Util_1.applyFilter(m_BitmapData_Util_0, rect_wide, pos, blur_white);
//Rの値をAにセット:白は白のまま、黒かった部分は透明に。
m_BitmapData_Util_0.copyChannel(m_BitmapData_Util_1, rect_wide, pos, BitmapDataChannel.RED, BitmapDataChannel.ALPHA);
}
//そしてその境界線を膨らませて、実際のコリジョン描画にする
{
//横に伸ばす
// const blur_x_for_block:GlowFilter = new GlowFilter(0xFFFFFF,1.0, PANEL_LEN-4,1, 255);
// const blur_x_for_block:GlowFilter = new GlowFilter(0x888888,1.0, PANEL_LEN*3/4+1,1, 255);
const blur_x_for_block:GlowFilter = new GlowFilter(0x888888,1.0, PANEL_LEN-4,1, 255);
m_BitmapData_Util_1.applyFilter(m_BitmapData_Util_0, rect_wide, pos, blur_x_for_block);
//縦に伸ばす
// const blur_y_for_block:GlowFilter = new GlowFilter(0xFFFFFF,1.0, 1,PANEL_LEN-4, 255);
// const blur_y_for_block:GlowFilter = new GlowFilter(0x888888,1.0, 1,PANEL_LEN*3/4+1, 255);
const blur_y_for_block:GlowFilter = new GlowFilter(0x888888,1.0, 1,PANEL_LEN-4, 255);
m_BitmapData_Util_0.applyFilter(m_BitmapData_Util_1, rect_wide, pos, blur_y_for_block);
}
pos.x = rect.x;
pos.y = rect.y;
//それを実際のコリジョンに移す
{
m_BitmapData_Collision_ForBlackBlock.copyPixels(m_BitmapData_Util_0, rect, pos);
}
}
//*/
}
//Dirty部分のリセット
public function ResetDirty():void{
m_DirtyFlag = false;
m_DirtyFlag_ForBlackBlock = false;
m_DirtyFlag_ForWhiteBlock = false;
m_RedrawRect.x = W;
m_RedrawRect.width = 0;
m_RedrawRect.y = H;
m_RedrawRect.height = 0;
m_RedrawPoint.x = m_RedrawRect.x;
m_RedrawPoint.y = m_RedrawRect.y;
}
//Dirty部分の追加
public function AddDirty(in_LX:int, in_RX:int, in_UY:int, in_DY:int, in_IsBlackBlock:Boolean):void{
//m_DirtyFlag
{
m_DirtyFlag = true;
if(in_IsBlackBlock){
m_DirtyFlag_ForWhiteBlock;//黒いブロックが動いたら、白いブロック用の地形を再描画
}else{
m_DirtyFlag_ForBlackBlock;//上の逆
}
}
//m_RedrawRect
{
if(in_LX < m_RedrawRect.left){
m_RedrawRect.left = in_LX;
}
if(m_RedrawRect.right < in_RX){
m_RedrawRect.right = in_RX;
}
if(in_UY < m_RedrawRect.top){
m_RedrawRect.top = in_UY;
}
if(m_RedrawRect.bottom < in_DY){
m_RedrawRect.bottom = in_DY;
}
}
//m_RedrawPoint
{
m_RedrawPoint.x = m_RedrawRect.x;
m_RedrawPoint.y = m_RedrawRect.y;
}
}
//Collision
public function IsCollision(i_X:int, i_Y:int):Boolean{
//範囲外は空間とみなす
{
if(i_X < 0){return false;}
if(i_X >= W){return false;}
if(i_Y < 0){return false;}
if(i_Y >= H){return false;}
}
//一定以上白ければ壁とみなす
var color:uint = m_BitmapData_Collision.getPixel32(i_X, i_Y);
var r:uint = (color >> 16) & 0xFF;
return r > 0x02;//
}
public function IsCollision_ForBlackBlock(i_X:int, i_Y:int):Boolean{
//範囲外は空間とみなす
{
if(i_X < 0){return false;}
if(i_X >= W){return false;}
if(i_Y < 0){return false;}
if(i_Y >= H){return false;}
}
//一定以上白ければ壁とみなす
var color:uint = m_BitmapData_Collision_ForBlackBlock.getPixel32(i_X, i_Y);
var r:uint = (color >> 16) & 0xFF;
return r > 0x02;//
}
public function IsCollision_ForWhiteBlock(i_X:int, i_Y:int):Boolean{
//範囲外は空間とみなす
{
if(i_X < 0){return false;}
if(i_X >= W){return false;}
if(i_Y < 0){return false;}
if(i_Y >= H){return false;}
}
//一定以上白ければ壁とみなす
var color:uint = m_BitmapData_Collision_ForWhiteBlock.getPixel32(i_X, i_Y);
var r:uint = (color >> 16) & 0xFF;
return r > 0x02;//
}
}
}
import flash.display.*;
import flash.events.*;
import flash.geom.*;
import flash.filters.*;
import flash.ui.Keyboard;
import Box2D.Dynamics.*;
import Box2D.Dynamics.Contacts.*;
import Box2D.Collision.*;
import Box2D.Collision.Shapes.*;
import Box2D.Common.Math.*;
//*
internal class IGameObject extends Sprite{
//コリジョンを利用しつつ、Bitmapを見た動きをするOBJ
//==Const==
//Box2Dに大きい値を入れると上手く機能しないので、小さくするためのスケーリング
static public const PHYS_SCALE:Number = 10.0;
static public const DRAG_RATIO_O:Number = 0.7;
static public const DRAG_RATIO_W:Number = 0.5;
//==Var==
public var m_Body:b2Body;
//#StartPos
public var m_StartPosX:int = 0;
public var m_StartPosY:int = 0;
public var m_AX:Number = 0.0;
public var m_VY:Number = 0.0;
public var m_GroundFlag:Boolean = false;
//Collision
public var m_ShapeDef_Black:b2PolygonDef;
public var m_ShapeDef_White:b2PolygonDef;
//#Debug
public var m_TrgShape:Shape = new Shape();
//==Function==
//Init
public function IGameObject(in_PhysWorld:b2World, in_X:int, in_Y:int, in_ColW:Number, in_ColH:Number, in_IsBlack:Boolean){
//Pos
{
this.x = m_StartPosX = in_X;
this.y = m_StartPosY = in_Y;
}
//Phys
{
//m_Body
{
var bodyDef:b2BodyDef;
{
bodyDef = new b2BodyDef();
bodyDef.position.Set(in_X / PHYS_SCALE, in_Y / PHYS_SCALE);
}
m_Body = in_PhysWorld.CreateBody(bodyDef);
}
//Add Shape
{
//Shape
// const COL_W:Number = GameMain.PANEL_LEN/2 / PHYS_SCALE;
// const COL_W:Number = GameMain.PANEL_LEN*6/10 / PHYS_SCALE;
const COL_W:Number = in_ColW/2 / PHYS_SCALE;
const COL_H:Number = in_ColH/2 / PHYS_SCALE;
{//m_ShapeDef_Black
m_ShapeDef_Black = new b2PolygonDef();
m_ShapeDef_Black.SetAsBox(COL_W, COL_H);
m_ShapeDef_Black.density = 1.0;
m_ShapeDef_Black.friction = 0.0;
//m_ShapeDef_Black.restitution = i_Param.restitution;
//同じ色同士でしかぶつからない
m_ShapeDef_Black.filter.categoryBits = (1 << 0);
m_ShapeDef_Black.filter.maskBits = (1 << 0) | (1 << 2);
}
{//m_ShapeDef_White
m_ShapeDef_White = new b2PolygonDef();
m_ShapeDef_White.SetAsBox(COL_W, COL_H);
m_ShapeDef_White.density = 1.0;
m_ShapeDef_White.friction = 0.0;
//m_ShapeDef_White.restitution = i_Param.restitution;
//同じ色同士でしかぶつからない
m_ShapeDef_White.filter.categoryBits = (1 << 1);
m_ShapeDef_White.filter.maskBits = (1 << 1);
}
if(in_IsBlack){
m_Body.CreateShape(m_ShapeDef_Black);
}else{
m_Body.CreateShape(m_ShapeDef_White);
}
m_Body.SetMassFromShapes();
}
}
//Debug
{
var g:Graphics = m_TrgShape.graphics;
g.lineStyle(5, 0xFFFF00, 1.0);
g.drawCircle(0, 0, 32);
//addChild(m_TrgShape);//ここのコメントを外すと、移動方向の可視化
}
//Call Reset
{
addEventListener(
Event.ADDED_TO_STAGE,//stageに触れるようになるまで遅延
function(e:Event):void{
stage.addEventListener(
KeyboardEvent.KEY_DOWN,
function(e:KeyboardEvent):void{
switch(e.keyCode){
case 82://KEY_R
Reset();
break;
}
}
);
}
);
}
//Call Update
{
addEventListener(Event.ENTER_FRAME, Update);
}
}
//Reset
public function Reset():void{
//位置を初期化するだけ
this.x = m_StartPosX;
this.y = m_StartPosY;
m_Body.SetXForm(new b2Vec2(this.x / PHYS_SCALE, this.y / PHYS_SCALE), m_Body.GetAngle());
}
//Update
public function Update(e:Event=null):void{//in_DeltaTime:Number
var in_DeltaTime:Number = 1.0 / 24.0;
//範囲外なら移動を諦める
{
const Range:int = GameMain.PANEL_LEN*2;
if(this.x < -Range){return;}
if(this.x >= GameMain.W + Range){return;}
if(this.y < -Range){return;}
if(this.y >= GameMain.H + Range){return;}
}
//Phys => Game
var PhysX:Number;
var PhysY:Number;
var PhysVX:Number;
var PhysVY:Number;
{
PhysX = m_Body.GetPosition().x * PHYS_SCALE;
PhysY = m_Body.GetPosition().y * PHYS_SCALE;
PhysVX = m_Body.GetLinearVelocity().x * PHYS_SCALE;
PhysVY = m_Body.GetLinearVelocity().y * PHYS_SCALE;
}
//加速&擬似摩擦補正
{
//VX
{
//
PhysVX += m_AX * in_DeltaTime;
//
var Rat:Number;
{
if(! m_GroundFlag){
Rat = DRAG_RATIO_O;
}else{
Rat = DRAG_RATIO_W;
}
}
//
PhysVX *= Math.pow(Rat, 10.0*in_DeltaTime);
}
}
//Bitmapを見た移動
{
var MoveX:int = PhysX - this.x;
var MoveY:int = PhysY - this.y;
//Debug
{
m_TrgShape.x = MoveX*5;
m_TrgShape.y = MoveY*5;
}
//移動アルゴリズム実行
const BaseOffset:int = 1;//浮く量
var Offset:int;
var TrgX:int;
var TrgY:int;
var i:int;
//Move : Up
{
TrgX = this.x;
Offset = (MoveY < 0)? BaseOffset-MoveY: BaseOffset;
for(i = 0; i < Offset; i++){
TrgY = this.y - 1;
if(IsCollision(TrgX, TrgY)){
//天井にぶつかったので速度は0にする
PhysVY = 0;
break;
}
this.y = TrgY;
}
//途中で止まったなら、その分をPhys側にフィードバック
PhysY += Offset - i;
}
//Move : Horz
{
TrgX = this.x;
TrgY = this.y;
for(i = 0; i != MoveX; ){
if(i < MoveX){
i++;
TrgX++;
}else{
i--;
TrgX--;
}
if(IsCollision(TrgX, TrgY)){
PhysVX = 0;
//途中で止まったなら、その分をPhys側にフィードバック
PhysX = this.x;//位置を一致させてしまう
break;
}
this.x = TrgX;
}
}
//Move : Down
{
TrgX = this.x;
Offset = (MoveY > 0)? BaseOffset+MoveY: BaseOffset;
m_GroundFlag = false;
for(i = 0; i < Offset; i++){
TrgY = this.y + 1;
if(IsCollision(TrgX, TrgY)){
//接地したとみなす
m_GroundFlag = true;//ジャンプできるようにフラグオン
PhysVY = 0;//速度リセット
break;
}
this.y = TrgY;
}
//途中で止まったなら、その分をPhys側にフィードバック
PhysY -= Offset - i;
}
}
//Game => Phys
{
//VY
{
if(m_VY < 0.0){
PhysVY = m_VY;
m_VY = 0.0;
}
}
m_Body.SetXForm(new b2Vec2(PhysX / PHYS_SCALE, PhysY / PHYS_SCALE), m_Body.GetAngle());
m_Body.GetLinearVelocity().x = PhysVX / PHYS_SCALE;
m_Body.GetLinearVelocity().y = PhysVY / PHYS_SCALE;
}
}
public function IsCollision(in_X:int, in_Y:int):Boolean{
return GameMain.Instance().IsCollision(in_X, in_Y);
}
}
//*/
//*
internal class Player extends IGameObject{
//==Cost==
//#Input
static public var button_enum:int = 0;
static public const BUTTON_L:int = button_enum++;
static public const BUTTON_R:int = button_enum++;
static public const BUTTON_U:int = button_enum++;
static public const BUTTON_NUM:int = button_enum;
//#Move
static public const MOVE_POW_AIR:Number = 470.0;
static public const MOVE_POW_GROUND:Number = 1100.0;
static public const JUMP_VEL:Number = 300.0;
//==Var==
//#Graphic
public var m_Root:Sprite = new Sprite();
//#Input
public var m_Input:Array = new Array(BUTTON_NUM);
//
public var m_IsInBlack_Old:Boolean = false;
//==Function==
//#Init
public function Player(in_PhysWorld:b2World, in_X:int, in_Y:int){
//Super
{
var IsBlack:Boolean = true;
const COL_W:Number = GameMain.PANEL_LEN-2;
const COL_H:Number = GameMain.PANEL_LEN-2;//8;
super(in_PhysWorld, in_X, in_Y, COL_W, COL_H, IsBlack);
}
//Pos
{
this.x = in_X;
this.y = in_Y;
}
//Init Later (for Using "stage" etc.)
addEventListener(Event.ADDED_TO_STAGE, Init);
}
public function Init(e:Event = null):void{
var i:int;
//Init Once Only
{
removeEventListener(Event.ADDED_TO_STAGE, Init);
}
//Layer
{
addChild(m_Root);
}
//Create Graphic
{
const Rad:int = GameMain.PANEL_LEN/4+1;
var shape:Shape;
var g:Graphics;
//黒
{
shape = new Shape();
g = shape.graphics;
g.lineStyle(0, 0x000000, 0.0);
g.beginFill(0x222222, 1.0);
g.drawCircle(0, 0, Rad);
g.endFill();
m_Root.addChild(shape);
}
//白
{
shape = new Shape();
g = shape.graphics;
g.lineStyle(0, 0x000000, 0.0);
g.beginFill(0xDDDDDD, 1.0);
g.drawCircle(0, 0, Rad);
g.endFill();
m_Root.addChild(shape);
shape.mask = GameMain.Instance().m_ShapeMask_ForPlayer;//地形が黒いところでしか白プレイヤーは表示されない
}
}
//Input
{
//Init
for(i = 0; i < BUTTON_NUM; i++){
m_Input[i] = false;
}
//Listener
stage.addEventListener(KeyboardEvent.KEY_DOWN, KeyDown);
stage.addEventListener(KeyboardEvent.KEY_UP, KeyUp);
}
}
//#Input
public function KeyDown(e:KeyboardEvent):void{
switch(e.keyCode){
case Keyboard.LEFT: m_Input[BUTTON_L] = true; break;
case Keyboard.RIGHT: m_Input[BUTTON_R] = true; break;
case Keyboard.UP: m_Input[BUTTON_U] = true; break;
}
}
public function KeyUp(e:KeyboardEvent):void{
switch(e.keyCode){
case Keyboard.LEFT: m_Input[BUTTON_L] = false; break;
case Keyboard.RIGHT: m_Input[BUTTON_R] = false; break;
case Keyboard.UP: m_Input[BUTTON_U] = false; break;
}
}
//#Update
override public function Update(e:Event=null):void{
//入力
{
//m_AX
{
var PowX:Number;
{
if(! m_GroundFlag){
PowX = MOVE_POW_AIR;
}else{
PowX = MOVE_POW_GROUND;
}
}
m_AX = 0.0;
if(m_Input[BUTTON_R]){
m_AX = PowX;
}
if(m_Input[BUTTON_L]){
m_AX = -PowX;
}
}
//m_VY
{
if(m_GroundFlag && m_Input[BUTTON_U]){
m_VY = -JUMP_VEL;
}
}
}
//移動
{
super.Update();
}
//白黒が反転したら、コリジョンも反転する
{
var IsInBlack:Boolean = IsInBlack();
//*
if(m_IsInBlack_Old != IsInBlack){//bool同士の比較は気が引けるが
if(IsInBlack){
//Delete Old
m_Body.DestroyShape(m_Body.m_shapeList);
//Create New
m_Body.CreateShape(m_ShapeDef_White);
}else{
//Delete Old
m_Body.DestroyShape(m_Body.m_shapeList);
//Create New
m_Body.CreateShape(m_ShapeDef_Black);
}
m_IsInBlack_Old = IsInBlack;
}
//*/
/*
//Debug
if(IsInBlack){
scaleX = 3;
}else{
scaleX = 1;
}
//*/
}
}
//Utility
static public var BitmapData_ForHitTest:BitmapData;
static public var mtx:Matrix = new Matrix();
public function IsInBlack():Boolean{
//今の自分の中心位置が、白く描画されていれば黒エリアの中にいると判断する
if(BitmapData_ForHitTest == null){
//*
BitmapData_ForHitTest = new BitmapData(1,1,true,0x00000000);
/*/
//Debug
BitmapData_ForHitTest = new BitmapData(32,32,true,0x88888888);
GameMain.Instance().addChild(new Bitmap(BitmapData_ForHitTest));//test
//*/
}
//自分を描画して
mtx.tx = -this.x;
mtx.ty = -this.y;
BitmapData_ForHitTest.draw(GameMain.Instance().m_Layer_Player, mtx);
//白ならTrue
return ((BitmapData_ForHitTest.getPixel32(0,0) & 0xFF) > 0xFF/2);
}
}
//*/
//*
internal class MovableBlock extends IGameObject{
//==Var==
public var m_IsBlack:Boolean = true;
//Mask For Player
public var m_MaskForPlayer:Shape = new Shape();
//==Function==
public function MovableBlock(in_PhysWorld:b2World, in_X:int, in_Y:int){
//Super
{
var COL_W:Number = GameMain.PANEL_LEN+1;
super(in_PhysWorld, in_X, in_Y, COL_W, COL_W, m_IsBlack);
}
//Collisionを独自設定(箱同士が密着しやすいように)
{
//Delete Old
m_Body.DestroyShape(m_Body.m_shapeList);
//For Player
COL_W = COL_W/2 / PHYS_SCALE;
m_ShapeDef_Black.SetAsBox(COL_W, COL_W);
m_ShapeDef_Black.filter.categoryBits = (1 << 2);
m_ShapeDef_Black.filter.maskBits = (1 << 0);
m_Body.CreateShape(m_ShapeDef_Black);
//For Block
m_ShapeDef_Black.SetAsBox(COL_W*3/5, COL_W);
m_ShapeDef_Black.filter.maskBits = (1 << 2);
m_Body.CreateShape(m_ShapeDef_Black);
}
const BlockW:int = GameMain.PANEL_LEN+2;//*3/2;//+2;
const BlockH:int = GameMain.PANEL_LEN+2;//*3/2;//*3/2;//+2;
const OffsetY:int = 0;//-1;//GameMain.PANEL_LEN/8;
//Graphic
{
var shape:Shape = new Shape();
var g:Graphics = shape.graphics;
{
g.lineStyle(2, 0x888888, 1.0);
// g.lineStyle(0, 0x000000, 0.0);
g.beginFill(0x000000, 1.0);
g.drawRect(-BlockW/2, -BlockH/2+OffsetY, BlockW, BlockH);
g.endFill();
}
addChild(shape);
}
//Mask For Player
{
g = m_MaskForPlayer.graphics;
if(m_IsBlack)
{
g.lineStyle(2, 0x888888, 1.0);
g.beginFill(0x000000, 1.0);
g.drawRect(-BlockW/2, -BlockH/2+OffsetY, BlockW, BlockH);
g.endFill();
}
GameMain.Instance().m_ShapeMask_ForPlayer.addChild(m_MaskForPlayer);
}
}
//#Update
override public function Update(e:Event=null):void{
var OldX:int = this.x;
var OldY:int = this.y;
//移動
{
super.Update();
}
//Dirty
{
var NewX:int = this.x;
var NewY:int = this.y;
if(OldX != NewX || OldY != NewY){//移動していたら
//自分の周辺のコリジョンを再描画
var lx:int, rx:int, uy:int, dy:int;
{
const Range:int = GameMain.PANEL_LEN;
if(OldX < NewX){
lx = OldX - Range;
rx = NewX + Range;
}else{
lx = NewX - Range;
rx = OldX + Range;
}
if(OldY < NewY){
uy = OldY - Range;
dy = NewY + Range;
}else{
uy = NewY - Range;
dy = OldY + Range;
}
}
GameMain.Instance().AddDirty(lx, rx, uy, dy, m_IsBlack);
}
}
//Mask For Player
{
m_MaskForPlayer.x = this.x;
m_MaskForPlayer.y = this.y;
}
}
override public function IsCollision(in_X:int, in_Y:int):Boolean{
if(m_IsBlack){
return GameMain.Instance().IsCollision_ForBlackBlock(in_X, in_Y);
}else{
return GameMain.Instance().IsCollision_ForWhiteBlock(in_X, in_Y);
}
}
}
//*/
//*
internal class Goal extends Sprite{
public var m_GoalFlag:Boolean = false;
public function Goal(in_X:int, in_Y:int){
//Pos
{
this.x = in_X;
this.y = in_Y;
}
//Graphic
{
var shape:Shape = new Shape();
var g:Graphics = shape.graphics;
g.lineStyle(2, 0xFFFF00, 1.0);
g.drawCircle(0, 0, GameMain.PANEL_LEN/2);
shape.filters = [new GlowFilter(0xFF0000, 1.0)];
addChild(shape);
}
//Call Reset
{
addEventListener(
Event.ADDED_TO_STAGE,//stageに触れるようになるまで遅延
function(e:Event):void{
stage.addEventListener(
KeyboardEvent.KEY_DOWN,
function(e:KeyboardEvent):void{
switch(e.keyCode){
case 82://KEY_R
Reset();
break;
}
}
);
}
);
}
//Call "Update"
{
addEventListener(Event.ENTER_FRAME, Update);
}
}
//#Update
public function Update(e:Event=null):void{
var GapX:int = GameMain.Instance().m_Player.x - this.x;
var GapY:int = GameMain.Instance().m_Player.y - this.y;
if(Math.sqrt(GapX*GapX+GapY*GapY) < GameMain.PANEL_LEN){
//プレイヤーがゴールに接触した
//じゃあ、なんかゴールを表示しとこう
var shape:Shape = new Shape();
var g:Graphics = shape.graphics;
g.lineStyle(8, 0xFFFF00, 1.0);
g.drawCircle(0,0, 100);
shape.filters = [new GlowFilter(0xFF0000, 1.0)];
addChild(shape);
//こいつの処理も外す
removeEventListener(Event.ENTER_FRAME, Update);
//本体も外しとこう
GameMain.Instance().removeEventListener(Event.ENTER_FRAME, GameMain.Instance().Update);
//プレイヤーも(ry
GameMain.Instance().m_Player.removeEventListener(Event.ENTER_FRAME, GameMain.Instance().m_Player.Update);
//リセットのためにフラグを記憶
m_GoalFlag = true;
}
}
public function Reset():void{
//リセットまわりはかなりてきとー
if(m_GoalFlag){
removeChildAt(1);
addEventListener(Event.ENTER_FRAME, Update);
GameMain.Instance().addEventListener(Event.ENTER_FRAME, GameMain.Instance().Update);
GameMain.Instance().m_Player.addEventListener(Event.ENTER_FRAME, GameMain.Instance().m_Player.Update);
m_GoalFlag = false;
}
}
}
//*/