forked from: rgrid (godmode)
[SWF(width="495", height="495", backgroundColor="0", frameRate="30")]
/**
* Copyright xor ( http://wonderfl.net/user/xor )
* MIT License ( http://www.opensource.org/licenses/mit-license.php )
* Downloaded from: http://wonderfl.net/c/sFDs
*/
// forked from ABA's rgrid
package {
import flash.display.Sprite;
import flash.events.Event;
// [SWF(width="495", height="495", backgroundColor="0", frameRate="30")]
public class Main extends Sprite {
public var WIDTH:int = 0, HEIGHT:int = 0;
public function Main() {
main = this;
stage.addEventListener(Event.RESIZE, resizeFrame);
resizeFrame();
}
private function resizeFrame(e:Event=null):void {
WIDTH = stage.stageWidth;
HEIGHT = stage.stageHeight;
initializeFirst();
}
}
}
class Actor {
public static function update(s:*):void {
for (var i:int = 0; i < s.length; i++) if (!updateActor(s[i])) s.splice(i--, 1);
}
public static function updateActor(a:*):Boolean {
var f:Boolean = a.update();
a.moveAndDraw();
return f;
}
public var pos:Vec = new Vec, vel:Vec = new Vec;
public var shape:Polyline, isVAngleShape:Boolean = false;
public function trail(intensity:Number = 3):void {
Particle.add(pos, shape.color, 64, intensity, 0.2 * intensity, vangle + PI);
}
public function explode(intensity:Number = 20):void {
Particle.add(pos, shape.color, 128, intensity);
}
private function moveAndDraw():void {
pos.incrementBy(vel);
if (shape) {
if (isVAngleShape) shape.angle = vangle;
shape.draw(pos);
}
}
public function get vangle():Number { return atan2(vel.x, vel.y); }
public function get vspeed():Number { return vel.length; }
}
//----------------------------------------------------------------
var score:int, ticks:int;
function initialize():void {
ship = new Ship;
Shot.s = new Vector.<Shot>;
Enemy.initialize();
}
function start():void {
initialize();
ship.isDestroyed = false;
score = 0;
}
function update():void {
drawGrid();
if (ship.isDestroyed) {
sc.drawText("rgrid", sc.center.x, sc.center.y - 20);
sc.drawText("click to start", sc.center.x, sc.center.y + 20);
ticks = 0;
if (mouse.isClicked) start();
} else {
ship.update();
}
Actor.update(Shot.s);
Enemy.update();
sc.drawText(String(score), sc.size.y - 40, 20);
ticks++;
}
var ship:Ship;
class Ship extends Actor {
public var angle:Number = 0;
public var gpos:Vec = new Vec, gvel:Vec = new Vec;
public var enemy:Number = 100;
public var isDestroyed:Boolean = true;
function Ship() {
shape = new Polyline(10).tri().clr(Color.green);
shape.angle = PI;
pos.x = sc.center.x; pos.y = sc.size.y * 0.8;
vel.addAngle(PI, 1);
}
public var fireTicks:int;
private var acc:Vec = new Vec, sv:Vec = new Vec;
private var rect:Rectangle = new Rectangle(10, 10, 100, 20);
public function update():void {
if (ticks == 1) Message.addOnce("click to fire", pos);
var ry:Number = (pos.y - mouse.pos.y) / pos.y;
acc.clear();
acc.addAngle(angle, ry * 0.5);
if (ry < 0) ry = 0;
angle -= (mouse.pos.x - sc.center.x) * 0.0002 * ry;
var vx:Number = (mouse.pos.x - sc.center.x) * -0.002 * (1 - ry);
acc.addAngle(angle + PI / 2, vx);
gvel.incrementBy(acc);
gvel.scaleBy(0.98);
gpos.incrementBy(gvel);
shape.draw(pos);
if (enemy > 0 && --fireTicks <= 0 && mouse.isPressed && ticks > 10) {
Shot.s.push(new Shot(gpos, angle));
fireTicks = 0;
enemy -= 0;
}
enemy += 0.25;
if (enemy > 100) enemy = 100;
rect.width = enemy;
bd.fillRect(rect, 0xff00ffff);
trail(ry * 10);
sv.xy = gvel;
sv.rotate(angle);
pos.x = sc.center.x - sv.x * 5;
pos.y = sc.size.y * 0.8 - sv.y * 5;
score += sv.y;
}
private var sp:Vec = new Vec;
public function getScreenPos(p:Vec):Vec {
sp.xy = p;
sp.decrementBy(gpos);
sp.rotate(angle + PI);
sp.incrementBy(pos);
return sp;
}
}
const GRID_SIZE:Number = 100;
var gp1:Vec = new Vec, gp2:Vec = new Vec;
var gsp1:Vec = new Vec, gsp2:Vec = new Vec;
function drawGrid():void {
var sx:Number = int((ship.gpos.x - sc.size.x) / GRID_SIZE) * GRID_SIZE;
var sy:Number = int((ship.gpos.y - sc.size.y) / GRID_SIZE) * GRID_SIZE;
gp1.y = sy; gp2.y = sy + sc.size.y * 2;
for (var x:Number = sx; x <= sx + sc.size.x * 2; x += GRID_SIZE) {
gp1.x = gp2.x = x;
gsp1.xy = ship.getScreenPos(gp1);
gsp2.xy = ship.getScreenPos(gp2);
Polyline.drawLine(gsp1, gsp2, 0xFFFFFFFF, 1);
}
gp1.x = sx; gp2.x = sx + sc.size.x * 2;
for (var y:Number = sy; y <= sy + sc.size.y * 2; y += GRID_SIZE) {
gp1.y = gp2.y = y;
gsp1.xy = ship.getScreenPos(gp1);
gsp2.xy = ship.getScreenPos(gp2);
Polyline.drawLine(gsp1, gsp2, 0xFFFFFFFF, 1);
}
}
class Shot extends Actor {
static public var s:Vector.<Shot>;
public var gpos:Vec = new Vec;
public var angle:Number;
function Shot(p:Vec, a:Number) {
shape = new Polyline(5, 10).tri().clr(Color.cyan);
gpos.xy = p; angle = a;
vel.addAngle(PI, 0.1);
}
public function update():Boolean {
gpos.addAngle(angle, 10);
gpos.x += ship.vel.x / 2;
gpos.y += ship.vel.y / 2;
pos.xy = ship.getScreenPos(gpos);
shape.angle = angle + PI - ship.angle;
trail();
var hf:Boolean;
for each (var e:Enemy in Enemy.s) {
if (!e.isDestroyed && e.pos.distance(pos) < 25) {
e.explode();
e.isDestroyed = true;
hf = true;
score += 10000;
}
}
if (hf) return false;
return sc.isIn(pos, 10);
}
}
class Enemy extends Actor {
public static var s:Vector.<Enemy>;
public static var appTicks:int;
public static function initialize():void {
s = new Vector.<Enemy>;
appTicks = 0;
}
public static function update():void {
if (--appTicks <= 0) {
s.push(new Enemy);
appTicks = 20 / (sqrt(ticks * 0.005) + 1);
}
Actor.update(Enemy.s);
}
public var gpos:Vec = new Vec, gvel:Vec = new Vec;
public var angle:Number, speed:Number;
public var isIn:Boolean;
public var accel:Number = rand.n(0.2, 0.05), brk:Number = rand.n(0.1, 0.9);
public var angleVel:Number = rand.n(0.04, 0.01);
public var isDestroyed:Boolean;
function Enemy() {
shape = new Polyline(20).tri().clr(Color.red);
gpos.xy = ship.gpos;
angle = rand.n(PI2);
speed = 5;
gpos.addAngle(angle, -sc.size.y);
angle += rand.n(PI / 2, -PI / 4);
}
public function update():Boolean {
if (isDestroyed) return false;
gvel.addAngle(angle, accel);
gpos.incrementBy(gvel);
gvel.scaleBy(brk);
gpos.x += ship.vel.x * 0.9;
gpos.y += ship.vel.y * 0.9;
var ta:Number = gpos.angle(ship.gpos);
var oa:Number = ta - angle;
if (oa >= PI2) oa %= PI2;
else if (oa < 0) oa = PI2 - abs(oa) % PI2;
if (oa < angleVel || oa > PI2 - angleVel) angle = ta;
else if (oa < PI) angle += angleVel;
else angle -= angleVel;
pos.xy = ship.getScreenPos(gpos);
shape.angle = angle + PI - ship.angle;
if (!sc.isIn(pos, sc.size.x)) return false;
if (sc.isIn(pos, 20)) isIn = true;
else if (isIn) return false;
vel.addAngle(shape.angle, 0.1);
trail(5);
vel.clear();
if (pos.distance(ship.pos) < 15) {
if (!ship.isDestroyed) {
ship.explode(50);
ship.isDestroyed = true;
}
return false;
}
return true;
}
}
//----------------------------------------------------------------
import flash.display.*;
import flash.geom.*;
import flash.filters.*;
import flash.events.*;
import flash.text.*;
var main:Main, bd:BitmapData, blurBd:BitmapData;
var blurFilter:BlurFilter;
var sc:Screen;
var mouse:Mouse;
function initializeFirst():void {
sc = new Screen;
bd = new BitmapData(sc.size.x, sc.size.y);
blurBd = new BitmapData(sc.size.x, sc.size.y);
blurFilter = new BlurFilter(5, 5);
main.addChild(new Bitmap(new BitmapData(sc.size.x, sc.size.y, false, 0)));
main.addChild(new Bitmap(blurBd));
mouse = new Mouse(main.stage);
initialize();
main.addEventListener(Event.ENTER_FRAME, updateFrame);
}
var zeroPoint:Point = new Point;
function updateFrame(event:Event):void {
bd.lock();
bd.fillRect(bd.rect, 0);
update();
Actor.update(Particle.s);
Actor.update(Message.s);
bd.unlock();
blurBd.lock();
blurBd.copyPixels(bd, bd.rect, zeroPoint);
blurBd.applyFilter(blurBd, blurBd.rect, zeroPoint, blurFilter);
blurBd.copyPixels(bd, bd.rect, zeroPoint, null, null, true);
blurBd.unlock();
mouse.isClicked = false;
}
class Vec extends Vector3D {
public function Vec(x:Number = 0, y:Number = 0) {
super(x, y);
}
public function clear():void {
x = y = 0;
}
public function distance(p:Vector3D):Number {
return getLength(p.x - x, p.y - y);
}
public function angle(p:Vector3D):Number {
return atan2(p.x - x, p.y - y);
}
public function addAngle(a:Number, s:Number):void {
x += sin(a) * s; y += cos(a) * s;
}
public function rotate(a:Number):void {
var px:Number = x;
x = x * cos(a) - y * sin(a);
y = px * sin(a) + y * cos(a);
}
public function set xy(v:Vector3D):void {
x = v.x; y = v.y;
}
}
class Color {
private static var scatterdColor:Color = new Color;
public var r:int, g:int, b:int;
public function Color(r:int = 0, g:int = 0, b:int = 0) {
this.r = r * 20;
this.g = g * 20;
this.b = b * 20;
}
public function get i():uint {
return 0xff000000 + r * 0x10000 + g * 0x100 + b;
}
public function getScatterd(w:int = 64):Color {
scatterdColor.r = r + rand.i(w * 2, -w);
scatterdColor.g = g + rand.i(w * 2, -w);
scatterdColor.b = b + rand.i(w * 2, -w);
scatterdColor.normalize();
return scatterdColor;
}
public function normalize():void {
r = clamp(r, 0, 255);
g = clamp(g, 0, 255);
b = clamp(b, 0, 255);
}
private static const WHITENESS:int = 1;
public static var red:Color = new Color(10, WHITENESS, WHITENESS);
public static var green:Color = new Color(WHITENESS, 10, WHITENESS);
public static var blue:Color = new Color(WHITENESS, WHITENESS, 10);
public static var yellow:Color = new Color(10, 10, WHITENESS);
public static var magenta:Color = new Color(10, WHITENESS, 10);
public static var cyan:Color = new Color(WHITENESS, 10, 10);
public static var white:Color = new Color(10, 10, 10);
}
class Polyline {
public static const LINE_WIDTH:Number = 1;
public var color:Color;
public var pointAngles:Vector.<Number> = new Vector.<Number>;
public var pointDists:Vector.<Number> = new Vector.<Number>;
public var angle:Number = 0, scale:Number = 1;
public var size:Vec = new Vec;
public function Polyline(width:Number, height:Number = 0) {
if (height <= 0) height = width;
size.x = width; size.y = height;
}
public function clr(c:Color):Polyline {
color = c;
return this;
}
public function tri():Polyline {
addPoint(0, 1); addPoint(1, -1, true); addPoint(-1, -1, true); addPoint(0, 1);
return this;
}
public function box():Polyline {
addPoint(-1, 1); addPoint(1, 1, true);
addPoint(1, -1, true); addPoint(-1, -1, true); addPoint(-1, 1);
return this;
}
public function cross():Polyline {
addPoint(-1, -1); addPoint(1, 1);
addPoint(1, -1); addPoint(-1, 1);
return this;
}
public function circle():Polyline {
for (var i:int = 0, a:Number = 0; i < 9 ; i++, a += PI / 4 ) {
addPoint(sin(a), cos(a), (i > 0 && i < 8));
}
return this;
}
private function addPoint(rx:Number, ry:Number, isMid:Boolean = false):void {
var x:Number = rx * size.x / 2, y:Number = ry * size. y / 2;
var a:Number = atan2(x, y), d:Number = sqrt(x * x + y * y);
pointAngles.push(a); pointDists.push(d);
if (isMid) { pointAngles.push(a); pointDists.push(d); }
}
private static var p1:Vec = new Vec, p2:Vec = new Vec;
private static var clw:Color = new Color;
public function draw(pos:Vec):void {
var size:Number = LINE_WIDTH * scale;
if (size < 1) size = 1;
drawLines(pos, color.i, size * 2);
clw.r = color.r * 4; clw.g = color.g * 4; clw.b = color.b * 4;
clw.normalize();
drawLines(pos, clw.i, size);
}
public function drawLines(pos:Vec, cl:uint, size:int):void {
for (var i:int = pointAngles.length - 2; i >= 0; i -= 2) {
p1.xy = pos;
p1.addAngle(angle + pointAngles[i], pointDists[i] * scale);
p2.xy = pos;
p2.addAngle(angle + pointAngles[i + 1], pointDists[i + 1] * scale);
drawLine(p1, p2, cl, size);
}
}
public static var v:Vec = new Vec, rect:Rectangle = new Rectangle;
public static function drawLine(p1:Vec, p2:Vec, cl:uint, size:int):void {
v.x = p2.x - p1.x; v.y = p2.y - p1.y;
var c:int = Math.max(abs(v.x), abs(v.y));
v.scaleBy(1 / c);
var lx:Number = p1.x - size / 2, ly:Number = p1.y - size / 2;
var vx:Number = v.x, vy:Number = v.y;
if (size >= 2) {
v.scaleBy(size);
c /= size;
rect.width = rect.height = size;
for (var i:int = c; i >= 0; i--) {
rect.x = lx; rect.y = ly;
bd.fillRect(rect, cl);
lx += vx; ly += vy;
}
} else {
for (i = c; i >= 0; i--) {
bd.setPixel32(lx, ly, cl);
lx += vx; ly += vy;
}
}
}
}
class Particle extends Actor {
public static var s:Vector.<Particle> = new Vector.<Particle>;
public static function add(pos:Vector3D, color:Color, scatter:int,
intensity:Number, arc:Number = Math.PI * 2, angle:Number = 0):void {
var n:int = intensity * arc;
for (var i:int = 0; i < n; i++) {
var p:Particle = new Particle;
p.pos.xy = pos;
p.vel.addAngle(angle + rand.n(arc, -arc / 2), intensity * rand.n(1));
p.size = intensity * rand.n(0.2, 0.2) + 1;
var sc:Color = color.getScatterd(scatter);
p.icolor = sc.i;
s.push(p);
}
}
public var size:Number, attenuation:Number = 0.96;
public var icolor:uint;
private static var rect:Rectangle = new Rectangle;
public function update():Boolean {
size *= attenuation;
rect.x = pos.x - size / 2; rect.y = pos.y - size / 2;
rect.width = rect.height = clamp(size, 1, 2);
bd.fillRect(rect, icolor);
return sc.isIn(pos) && size >= 1.0;
}
}
class Message extends Actor {
public static var s:Vector.<Message> = new Vector.<Message>;
public static var shownMessages:Vector.<String> = new Vector.<String>;
public static function addOnce(s:String, p:Vec, vx:Number = 0, vy:Number = 0,
ticks:int = 90):Message {
if (shownMessages.indexOf(s) >= 0) return null;
shownMessages.push(s);
return add(s, p, vx, vy, ticks);
}
public static function add(text:String, p:Vec, vx:Number = 0, vy:Number = 0,
ticks:int = 90):Message {
var m:Message = new Message;
m.text = text;
m.pos.xy = p;
m.vel.x = vx; m.vel.y = vy;
m.ticks = ticks;
s.push(m);
return m;
}
public var text:String, ticks:int;
public function update():Boolean {
sc.drawText(text, pos.x, pos.y);
return --ticks > 0;
}
}
class Screen {
public var size:Vec = new Vec(main.WIDTH, main.HEIGHT);
public var center:Vec = new Vec(size.x / 2, size.y / 2);
private var textField:TextField = new TextField;
private var matrix:Matrix = new Matrix;
public function Screen() {
var fm:TextFormat = new TextFormat("_typewriter");
fm.size = 11; fm.color = 0xffffffff; fm.align = TextFormatAlign.CENTER;
textField.defaultTextFormat = fm;
textField.width = 200; textField.height = 20;
}
public function drawText(text:String, x:int, y:int):void {
textField.text = text;
matrix.identity(); matrix.translate(x - 100, y - 20);
bd.draw(textField, matrix);
}
public function isIn(p:Vector3D, spacing:Number = 0):Boolean {
return (p.x >= -spacing && p.x <= size.x + spacing &&
p.y >= -spacing && p.y <= size.y + spacing);
}
}
class Mouse {
public var pos:Vec = new Vec;
public var isPressed:Boolean, isClicked:Boolean;
public function Mouse(stage:Stage) {
stage.addEventListener(MouseEvent.MOUSE_MOVE, onMoved);
stage.addEventListener(MouseEvent.MOUSE_DOWN, onPressed);
stage.addEventListener(MouseEvent.MOUSE_UP, onReleased);
stage.addEventListener(Event.MOUSE_LEAVE, onReleased);
}
private function onMoved(e:MouseEvent):void {
pos.x = e.stageX; pos.y = e.stageY;
}
private function onPressed(e:MouseEvent):void {
isPressed = isClicked = true; onMoved(e);
}
private function onReleased(e:Event):void {
isPressed = false;
}
}
var rand:Rand = new Rand;
class Rand {
public function n(v:Number = 1, s:Number = 0):Number { return Math.random() * v + s; }
public function i(v:int, s:int = 0):int { return n(v, s); }
public function sx(v:Number, s:Number = 0):Number { return n(v, s) * sc.size.x; }
public function sy(v:Number, s:Number = 0):Number { return n(v, s) * sc.size.y; }
public function pm():int { return i(2) * 2 - 1; }
}
function getLength(x:Number, y:Number):Number {
return sqrt(x * x + y * y);
}
function clamp(v:Number, min:Number, max:Number):Number {
if (v > max) return max;
else if (v < min) return min;
return v;
}
var sin:Function = Math.sin, cos:Function = Math.cos, atan2:Function = Math.atan2;
var sqrt:Function = Math.sqrt, abs:Function = Math.abs;
var PI:Number = Math.PI, PI2:Number = PI * 2;