DEFRAG MAN
/**
* Copyright ABA ( http://wonderfl.net/user/ABA )
* MIT License ( http://www.opensource.org/licenses/mit-license.php )
* Downloaded from: http://wonderfl.net/c/sFNv
*/
package {
import flash.display.Sprite;
[SWF(width="465", height="465", backgroundColor="0", frameRate="30")]
public class Main extends Sprite {
public function Main() { main = this; initializeFirst(); }
}
}
// Game actor base class.
class Actor {
public static var shapes:Vector.<PrimitiveShape>;
public var shape:PrimitiveShape;
public var sprite:PrimitiveSprite;
public var pos:Vec = new Vec;
public function Actor(type:int = -1, size:int = -1) {
if (shapes == null) shapes = new Vector.<PrimitiveShape>;
if (type < 0) return;
for each (var s:PrimitiveShape in shapes) {
if (s.type == type && s.width == size) { shape = s; break; }
}
if (!shape) { shape = new PrimitiveShape(type, size, size); shapes.push(shape); }
sprite = new PrimitiveSprite(shape);
}
}
/*----------------------------------------------------------------*/
const TITLE = "DEFRAG MAN";
const KEYS = ["<>", "^", "v"];
const OPERATIONS = ["MOVE", "PICK", "PUT"];
var rank, scrollTicks;
function initialize() {
sectors = new Vector.<Sector>;
sectors[0] = new Sector(false); sectors[1] = new Sector(true);
scrollTicks = 0;
sectors[1].scroll(); sectors[0].scroll();
player = new Player;
}
function update() {
rank = 1 + sawtoothWave(Number(score) / 100);
for (var i = 0; i < Sector.COUNT; i++) {
if (sectors[0].data[i] != sectors[1].data[i]) break;
}
scrollTicks -= 1 + i * 0.5;
if (scrollTicks <= 0) {
scroll();
scrollTicks += 200 / rank;
}
player.update();
for each (var s in sectors) s.update();
cg.print("v", SCREEN_CENTER, SCREEN_CENTER + Sector.SIZE * 0.8, true);
}
var player;
class Player extends Actor {
const MAX_DATA_COUNT = 10;
var keyPressTicks = 0, x = Sector.COUNT / 2, data, nextData, dataCount = 0;
var isEnd = false;
function Player() {
super(PrimitiveShape.HUMAN, Sector.SIZE);
pos.y = SCREEN_CENTER - Sector.SIZE;
data = new Vector.<int>(MAX_DATA_COUNT);
nextData = new Vector.<int>(MAX_DATA_COUNT);
for (var i = 0; i < sectors[0].data.length; i++) {
if (sectors[0].data[i] > 0) {
data[dataCount] = sectors[0].data[i];
sectors[0].data[i] = 0;
if (++dataCount >= 2) break;
}
}
}
function update() {
if (isEnd) return;
if (isAPressed || isDPressed || isWPressed || isSPressed) {
if (keyPressTicks <= 0) {
if (isAPressed && x > 0) x--;
if (isDPressed && x < Sector.COUNT - 1) x++;
if (isWPressed && dataCount < MAX_DATA_COUNT - 1 && sectors[0].data[x] > 0) {
data[dataCount++] = sectors[0].data[x];
sectors[0].data[x] = 0;
}
if (isSPressed && dataCount > 0) {
var ndc = 0;
for (var i = 0; i < dataCount; i++) {
if (sectors[0].data[x + i] > 0) nextData[ndc++] = sectors[0].data[x + i];
sectors[0].data[x + i] = data[i];
}
for (i = 0 ; i < ndc; i++) {
data[i] = nextData[i];
}
dataCount = ndc;
}
if (keyPressTicks <= -99999) keyPressTicks = 5;
}
keyPressTicks--;
} else {
keyPressTicks = -99999;
}
pos.x = (x + 0.5) * Sector.SIZE;
sprite.pos = pos;
var y = pos.y - Sector.SIZE;
for (i = 0; i < dataCount; i++, y -= Sector.SIZE) {
Sector.shapes[data[i]].draw(pos.x, y);
}
}
}
var sectors;
class Sector {
static const COUNT = 24, SIZE = SCREEN_WIDTH / COUNT;
static var shapes;
var data = new Vector.<int>(COUNT * 3);
var isTarget, nextIndex;
function Sector(isTarget) {
if (!shapes) {
shapes = new Vector.<PrimitiveShape>;
shapes[0] = new PrimitiveShape(PrimitiveShape.BAR, SIZE - 2, SIZE - 2);
shapes[1] = new PrimitiveShape(PrimitiveShape.FILLBOX, SIZE - 2, SIZE - 2);
shapes[2] = new PrimitiveShape(PrimitiveShape.BOX, SIZE - 2, SIZE - 2);
}
this.isTarget = isTarget;
for (var i = 0; i < COUNT / 2; i++) data[i] = 0;
for ( ; i < data.length; i++) data[i] = -1;
nextIndex = COUNT / 2;
}
function update() {
var x = SIZE / 2, y = SCREEN_CENTER;
if (isTarget) y += SIZE * 3;
for (var i = 0; i < COUNT; i++, x += SIZE) {
if (data[i] >= 0) shapes[data[i]].draw(x, y);
}
}
function scroll() {
for (var i = 0; i < COUNT * 3 - 1; i++) {
data[i] = data[i + 1];
}
nextIndex--;
data[i] = -1;
if (isTarget) {
while (nextIndex < COUNT * 1.9) {
var ni = randi(2) + 2 + nextIndex, d = randi(3);
for (; nextIndex < ni; nextIndex++) data[nextIndex] = d;
}
} else {
var ti = sectors[1].nextIndex;
if (nextIndex < COUNT * 1.1) {
for (i = nextIndex; i < ti; i++) {
var d = sectors[1].data[i];
var wi = nextIndex + randi(ti - nextIndex);
while (data[wi] >= 0) if (++wi >= ti) wi = nextIndex;
data[wi] = d;
}
nextIndex = ti;
}
}
}
}
function scroll() {
if (player.isEnd) return;
if (sectors[0].data[0] != sectors[1].data[0]) {
player.isEnd = true;
player.sprite.remove();
addParticlesRound(100, Sector.SIZE / 2, SCREEN_CENTER, 10, 10);
startGameOver();
return;
}
sectors[1].scroll(); sectors[0].scroll();
if (player.x > 0) player.x--;
for (var i = 0; i < Sector.COUNT; i++) {
if (sectors[0].data[i] != sectors[1].data[i]) {
var ps = Sector.COUNT - i;
addParticlesRound(ps * 2, (i + 0.5) * Sector.SIZE, SCREEN_CENTER, ps * 0.3, ps * 0.6, 0.8);
break;
}
if (sectors[0].data[i] > 0) {
addNumberBoard(1, (i + 0.5) * Sector.SIZE, SCREEN_CENTER - Sector.SIZE);
score++;
}
}
}
/*----------------------------------------------------------------*/
import flash.display.*;
import flash.filters.*;
import flash.geom.*;
import flash.events.*;
import flash.text.*;
import flash.utils.*;
const SCREEN_WIDTH:int = 465;
const SCREEN_HEIGHT:int = 465;
const SCREEN_CENTER:int = 465 / 2;
var main:Main, bd:BitmapData;
// Initialize a bitmap, a font and events.
function initializeFirst():void {
bd = new BitmapData(SCREEN_WIDTH, SCREEN_HEIGHT, false);
bd.fillRect(bd.rect, 0);
main.addChild(new Bitmap(bd));
main.stage.addEventListener(KeyboardEvent.KEY_DOWN, onKeyPressed);
main.stage.addEventListener(KeyboardEvent.KEY_UP, onKeyReleased);
setRandomSeed(getTimer());
loadFont();
}
function onFontLoaded():void {
initializeBlurs();
cg = new Cg;
startTitle();
main.addEventListener(Event.ENTER_FRAME, updateFrame);
}
// Update a frame.
const GAME_OVER_DURATION:int = 120;
const START_REPLAY_TICKS:int = 60;
var ticks:int;
var isStartButtonPressed:Boolean;
function updateFrame(event:Event):void {
updateKeys();
bd.lock();
bd.fillRect(bd.rect, 0);
updateParticles();
updateNumberBoards();
if (!isInGame) scoreHistory.draw(SCREEN_WIDTH, 30);
if (isInGame) { drawScore(); update(); }
else if (isTitle) updateTitle();
else { update(); drawGameOver(); }
bd.unlock();
ticks++;
if (gameOverTicks > 0) {
gameOverTicks--;
if (gameOverTicks == 0) startTitle();
}
if (!isInGame) {
swapCurrentKeys();
if (gameOverTicks < GAME_OVER_DURATION - 30 && isButtonPressed) {
isStartButtonPressed = true;
} else {
if (isStartButtonPressed) startGame();
isStartButtonPressed = false;
}
swapCurrentKeys();
} else {
if (isEscPressed) startGameOver();
}
}
function updateTitle():void {
if (keyHistory && titleTicks >= START_REPLAY_TICKS) {
if (titleTicks == START_REPLAY_TICKS) {
startReplayKeys();
initializeGame();
}
if (isReplayKeysEnd) {
stopReplayKeys();
startTitle();
} else {
drawScore(); update();
}
}
if (!keyHistory || titleTicks < START_REPLAY_TICKS) drawTitle(TITLE, KEYS, OPERATIONS, "Z");
if (keyHistory && titleTicks >= START_REPLAY_TICKS) drawGameOver();
titleTicks++;
}
function drawScore():void {
cg.printFromRight(String(score), SCREEN_WIDTH, 0);
}
function drawGameOver():void {
cg.print("GAME OVER", 180, 200);
}
// Handle a game state (Title/In game/Game over).
var titleTicks:int, gameOverTicks:int
var score:int, scoreHistory:ScoreHistory = new ScoreHistory;
function startTitle():void {
removeAllSprites();
titleTicks = gameOverTicks = 0;
}
function startGame():void {
startRecordKeys();
initializeGame();
gameOverTicks = -1;
}
function initializeGame():void {
removeAllSprites();
score = ticks = 0;
initialize();
}
function startGameOver():void {
if (!isInGame) return;
stopRecordKeys();
scoreHistory.add(score);
gameOverTicks = GAME_OVER_DURATION;
}
function get isTitle():Boolean { return (gameOverTicks == 0); }
function get isInGame():Boolean { return (gameOverTicks < 0); }
function get isGameOver():Boolean { return (gameOverTicks > 0); }
function updateActors(actors:Vector.<*>):void {
for (var i:int = 0; i < actors.length; i++) if (!actors[i].update()) {
if (actors[i].sprite) actors[i].sprite.remove();
actors.splice(i--, 1);
}
}
/*--------------------------------*/
// Particles.
var particles:Vector.<Particle> = new Vector.<Particle>;
class Particle {
public static var gravity:Number = 0;
public static var rect:Rectangle = new Rectangle;
public static var drawIndex:int, color:int;
public var pos:Vector3D = new Vector3D;
public var vel:Vector3D = new Vector3D;
public var size:Number, attenuation:Number;
public function Particle(x:Number, y:Number, vx:Number, vy:Number, size:int, attenuation:Number) {
pos.x = x; pos.y = y; vel.x = vx; vel.y = vy;
this.size = size + 0.9;
this.attenuation = attenuation;
}
public function update():Boolean {
pos.x += vel.x; pos.y += vel.y;
vel.y += gravity;
size *= attenuation;
return isInScreen(pos) && size >= 1.0;
}
public static function setDrawIndex(i:int):void {
drawIndex = i;
var bright:int = 0xff - i * 0x55;
color = bright * 0x10000 + bright * 0x100 + bright;
}
public function draw():void {
var sz:Number = size * (1.0 + drawIndex * 0.5);
rect.x = pos.x - sz / 2; rect.y = pos.y - sz / 2;
rect.width = rect.height = sz;
bd.fillRect(rect, color);
}
}
function updateParticles():void {
var i:int;
for (i = 0; i < particles.length; i++) if (!particles[i].update()) { particles.splice(i, 1); i--; }
for (i = 2; i >= 0; i--) {
Particle.setDrawIndex(i);
for each (var p:Particle in particles) p.draw();
}
}
function addParticle(x:Number, y:Number, vx:Number, vy:Number, size:int = 4, attenuation:Number = 0.95):void {
particles.push(new Particle(x, y, vx, vy, size, attenuation));
}
function addParticleAngle(x:Number, y:Number, a:Number, s:Number, size:int = 4, attenuation:Number = 0.95, spreading:Number = 0.5):void {
addParticle(x, y, sin(a) * s, cos(a) * s, size, attenuation);
}
function addParticles(n:int, x:Number, y:Number, vx:Number, vy:Number, size:int = 4, attenuation:Number = 0.95, spreading:Number = 0.5):void {
var bv:Number = (abs(vx) + abs(vy)) * spreading;
for (var i:int = 0; i < n; i++) {
var a:Number = randn(PI * 2), v:Number = randn(1) * bv;
particles.push(new Particle(x, y, vx + sin(a) * v, vy + cos(a) * v, size * (0.5 + randn()), attenuation));
}
}
function addParticlesAngle(n:int, x:Number, y:Number, a:Number, s:Number, size:int = 4, attenuation:Number = 0.95, spreading:Number = 0.5):void {
addParticles(n, x, y, sin(a) * s, cos(a) * s, size, attenuation, spreading);
}
function addParticlesRound(n:int, x:Number, y:Number, mv:Number, size:int = 4, attenuation:Number = 0.95):void {
for (var i:int = 0; i < n; i++) {
var a:Number = randn(PI * 2);
var v:Number = mv * randn(1);
particles.push(new Particle(x, y, sin(a) * v, cos(a) * v, size * (0.5 + randn()), attenuation));
}
}
// Number boards.
var numberBoards:Vector.<NumberBoard> = new Vector.<NumberBoard>;
class NumberBoard {
public var pos:Vector3D = new Vector3D;
public var vel:Vector3D = new Vector3D;
public var ticks:int, score:int, text:String;
public function NumberBoard(score:int, x:Number, y:Number, ox:Number, oy:Number, ticks:int) {
this.score = score; this.ticks = ticks;
pos.x = x; pos.y = y; vel.x = ox / ticks; vel.y = oy / ticks;
text = String(score);
}
public function update():Boolean {
pos.x += vel.x; pos.y += vel.y;
cg.printFromCenter(text, pos.x, pos.y);
return --ticks > 0;
}
}
function updateNumberBoards():void {
for (var i:int = 0; i < numberBoards.length; i++) if (!numberBoards[i].update()) { numberBoards.splice(i, 1); i--; }
}
function addNumberBoard(s:int, x:Number, y:Number, ox:Number = 0, oy:Number = -40, ticks:int = 30):void {
numberBoards.push(new NumberBoard(s, x, y, ox, oy, ticks));
}
// Primitive shapes.
class PrimitiveShape {
public static const CIRCLE:int = 0, FILLBOX:int = 1,
BOX:int = 2, TRIANGLE:int = 3, CROSS:int = 4, BAR:int = 5,
HUMAN:int = 6, CAR:int = 7, SPRING:int = 8,
COUNT:int = 9;
public static const POINTS:Array = [
[-10, -10, 10, -10, 10, 10, -10, 10, -10, -10],
[0, 10, -10, -10, 10, -10, 0, 10],
[-10, -10, 10, 10, 99, 10, -10, -10, 10],
//[0, -10, 0, 10],
[-10, 0, 10, 0],
[0, -10, 0, 0, -10, 10, 99, 0, 0, 10, 10, 99, -10, -3, 10, -3],
[-7, 10, 7, 10, 99, 0, -10, 0, 10, 99, -10, -10, 10, -10],
[0, 10, 10, 8, -10, 4, 10, 0, -10, -4, 10, -8, 0, -10],
];
public var sbd:BitmapData, type:int, width:int, height:int;
public var rect:Rectangle, point:Point = new Point;
public function PrimitiveShape(type:int, width:int, height:int) {
this.type = type; this.width = width; this.height = height;
if (type == 0) {
sbd = createBlurredBitmapData(function (g:Graphics):void {
g.lineStyle(2, 0xffffff);
g.drawEllipse(-width / 2, -height / 2, width, height);
}, width, height);
} else if (type == 1) {
sbd = createBlurredBitmapData(function (g:Graphics):void {
g.beginFill(0xffffff);
g.drawRect(-width / 2, -height / 2, width, height);
g.endFill();
}, width, height);
} else {
var ps:Array = POINTS[type - BOX];
sbd = createBlurredBitmapData(function (g:Graphics):void {
g.lineStyle(2, 0xffffff);
var isMoveTo:Boolean = true, x:int, y:int;
for (var i:int = 0; i < ps.length; i += 2) {
if (ps[i] == 99) { isMoveTo = true; i++; }
x = ps[i] * width / 20; y = ps[i + 1] * height / 20;
if (isMoveTo) { g.moveTo(x, y); isMoveTo = false; }
else g.lineTo(x, y);
}
}, width, height);
}
rect = new Rectangle(0, 0, width + BLUR_SZ * 2, height + BLUR_SZ * 2);
}
public function drawToSprite(s:Sprite):void {
var b:Bitmap = new Bitmap(sbd);
b.x = -width / 2 - BLUR_SZ;
b.y = -height / 2 - BLUR_SZ;
s.addChild(b);
}
public function draw(x:Number, y:Number):void {
point.x = x - BLUR_SZ - width / 2;
point.y = y - BLUR_SZ - height / 2;
bd.copyPixels(sbd, rect, point);
}
}
class PrimitiveSprite extends Sprite {
public var isAdded:Boolean;
public function PrimitiveSprite(shape:PrimitiveShape) {
super();
x = y = -999;
shape.drawToSprite(this);
add();
}
public function add():void {
if (isAdded) return;
main.addChild(this);
isAdded = true;
}
public function remove():void {
if (!isAdded) return;
main.removeChild(this);
isAdded = false;
}
public function changeShape(shape:PrimitiveShape):void {
removeChildAt(0);
shape.drawToSprite(this);
}
public function set pos(p:Vector3D):void {
x = p.x; y = p.y;
}
public function set angle(a:Number):void {
rotation = -a * 180 / PI;
}
public function set scale(v:Number):void {
scaleX = scaleY = v;
}
}
// Create a blurred bitmap data.
const BLUR_SZ:int = 40, BLUR_SZ_SKIP:int = 8;
var blurs:Vector.<BlurFilter>;
function initializeBlurs():void {
blurs = new Vector.<BlurFilter>(BLUR_SZ / BLUR_SZ_SKIP);
for (var i:int = BLUR_SZ_SKIP; i < BLUR_SZ; i += BLUR_SZ_SKIP) {
var blur:BlurFilter = new BlurFilter;
blur.blurX = blur.blurY = i;
blurs[i / BLUR_SZ_SKIP] = blur;
}
}
function createBlurredBitmapData(df:Function, w:Number, h:Number):BitmapData {
var bd:BitmapData = new BitmapData(w + BLUR_SZ * 2, h + BLUR_SZ * 2, true, 0);
var bs:Sprite = new Sprite;
var s:Shape = new Shape;
bs.addChild(s);
s.x = w / 2 + BLUR_SZ; s.y = h / 2 + BLUR_SZ;
var g:Graphics = s.graphics;
df(g);
bd.lock();
for (var i:int = 0; i < BLUR_SZ / BLUR_SZ_SKIP; i++) {
if (i > 0) bs.filters = [blurs[i]];
bd.draw(bs);
}
bd.unlock();
return bd;
}
// Character graphics plane.
var cg:Cg;
class Cg {
public static const PIXEL_WIDTH:int = 14, PIXEL_HEIGHT:int = int(PIXEL_WIDTH * 1.4);
public static const FONT_SIZE:int = 15;
public static const STRINGS:String = "ABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789!@#$%^&*()_+-=[]\\{}|;':\",./?<>^v";
private var bds:Vector.<BitmapData> = new Vector.<BitmapData>;
private var keyBds:Vector.<BitmapData> = new Vector.<BitmapData>;
private var rect:Rectangle = new Rectangle(0, 0, PIXEL_WIDTH * 1.4 + BLUR_SZ * 2, PIXEL_HEIGHT * 1.4 + BLUR_SZ * 2);
public function Cg() {
for (var i:int = 0; i < STRINGS.length; i++) {
var bd:BitmapData;
bd = createCharacterBitmapData(STRINGS.charAt(i));
bds.push(bd);
bd = createCharacterBitmapData(STRINGS.charAt(i), true);
keyBds.push(bd);
}
}
public function print(s:String, x:Number, y:Number, isKey:Boolean = false, fromRight:Boolean = false, fromCenter:Boolean = false):void {
var p:Point = new Point, cbd:BitmapData, px:Number;
px = x - BLUR_SZ; p.y = y - BLUR_SZ;
var spacing:Number = PIXEL_WIDTH * 0.8;
if (isKey) spacing *= 2;
if (fromRight) px -= (s.length + 1) * spacing;
else if (fromCenter) px -= (s.length + 1) / 2 * spacing;
for (var i:int = 0; i < s.length; i++, px += spacing) {
var c:int = STRINGS.indexOf(s.charAt(i));
if (c >= 0) {
if (isKey) cbd = keyBds[c];
else cbd = bds[c];
p.x = px; bd.copyPixels(cbd, rect, p);
}
}
}
public function printKeys(s:String, x:Number, y:Number):void {
print(s, x, y, true);
}
public function printFromRight(s:String, x:Number, y:Number):void {
print(s, x, y, false, true);
}
public function printFromCenter(s:String, x:Number, y:Number):void {
print(s, x, y, false, false, true);
}
}
const CHARACTER_COLOR:int = 0xffffff;
function createCharacterBitmapData(c:String, isKey:Boolean = false):BitmapData {
var bd:BitmapData = new BitmapData(Cg.PIXEL_WIDTH * 1.4 + BLUR_SZ * 2, Cg.PIXEL_HEIGHT * 1.4 + BLUR_SZ * 2, true, 0);
var bs:Sprite = new Sprite, g:Graphics;
if (isKey && (c == '<' || c == '>' || c == "^" || c == "v")) {
var s:Shape = new Shape;
g = s.graphics;
g.lineStyle(2, 0xffffff);
g.moveTo(0, -Cg.PIXEL_WIDTH * 0.3);
g.lineTo(0, Cg.PIXEL_WIDTH * 0.3);
g.lineTo(-Cg.PIXEL_WIDTH * 0.2, Cg.PIXEL_WIDTH * 0.1);
g.moveTo(0, Cg.PIXEL_WIDTH * 0.3);
g.lineTo(Cg.PIXEL_WIDTH * 0.2, Cg.PIXEL_WIDTH * 0.1);
s.blendMode = BlendMode.ADD;
bs.addChild(s);
s.x = Cg.PIXEL_WIDTH * 0.7 + BLUR_SZ;
s.y = Cg.PIXEL_HEIGHT * 0.7 + BLUR_SZ;
switch (c) {
case "<": s.rotation = 90; break;
case "^": s.rotation = 180; break;
case ">": s.rotation = 270; break;
}
} else {
var t:TextField = createTextField(0, 0, Cg.FONT_SIZE, bd.rect.width, bd.rect.height, CHARACTER_COLOR);
t.text = c;
var tm:TextLineMetrics = t.getLineMetrics(0);
var ofs:Number = Number(Cg.PIXEL_WIDTH * 1.4 - tm.width) / 2;
var tbd:BitmapData = new BitmapData(Cg.PIXEL_WIDTH * 1.4, Cg.PIXEL_HEIGHT * 1.4, true, 0);
tbd.draw(t);
var b:Bitmap = new Bitmap(tbd);
b.blendMode = BlendMode.ADD;
bs.addChild(b);
b.x = ofs + BLUR_SZ; b.y = BLUR_SZ;
}
if (isKey) {
g = bs.graphics;
g.lineStyle(2, 0xffffff);
g.moveTo(BLUR_SZ, BLUR_SZ);
g.lineTo(BLUR_SZ + Cg.PIXEL_WIDTH * 1.4, BLUR_SZ);
g.lineTo(BLUR_SZ + Cg.PIXEL_WIDTH * 1.4, BLUR_SZ + Cg.PIXEL_HEIGHT * 1.4);
g.lineTo(BLUR_SZ, BLUR_SZ + Cg.PIXEL_HEIGHT * 1.4);
g.lineTo(BLUR_SZ, BLUR_SZ);
}
bd.lock();
for (var i:int = 0; i < BLUR_SZ / BLUR_SZ_SKIP; i++) {
if (i > 0) bs.filters = [blurs[i]];
bd.draw(bs);
}
bd.unlock();
return bd;
}
// Score history.
class ScoreHistory {
public var scores:Vector.<int> = new Vector.<int>(10);
public var endIndex:int;
public function add(s:int):void {
for (var i:int = scores.length - 1; i > 0; i--) scores[i] = scores[i - 1];
scores[0] = s;
if (endIndex < scores.length) endIndex++;
}
public function draw(x:int, sy:int):void {
var y:Number = sy;
for (var i:int = 0; i < endIndex; i++) {
cg.printFromRight(String(scores[i]), x, y);
y += Cg.FONT_SIZE * 1.2;
}
}
}
// Vector3D with utility functions.
class Vec extends Vector3D {
public function Vec(x:Number = 0, y:Number = 0) {
super(x, y);
}
public function distance(p:Vector3D):Number {
return getLength(x - p.x, y - p.y);
}
public function angle(p:Vector3D):Number {
return atan2(x - p.x, y - p.y);
}
public function addAngle(a:Number, s:Number):void {
x += sin(a) * s; y += cos(a) * s;
}
}
/*--------------------------------*/
// Math utility functions.
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;
var xorShiftX:int, xorShiftY:int, xorShiftZ:int, xorShiftW:int;
function setRandomSeed(v:int):void {
var sv:int = v;
xorShiftX = sv = 1812433253 * (sv ^ (sv >> 30));
xorShiftY = sv = 1812433253 * (sv ^ (sv >> 30)) + 1;
xorShiftZ = sv = 1812433253 * (sv ^ (sv >> 30)) + 2;
xorShiftW = sv = 1812433253 * (sv ^ (sv >> 30)) + 3;
}
function random():Number {
var t:int = xorShiftX ^ (xorShiftX << 11);
xorShiftX = xorShiftY;
xorShiftY = xorShiftZ;
xorShiftZ = xorShiftW;
xorShiftW = (xorShiftW ^ (xorShiftW >> 19)) ^ (t ^ (t >> 8));
return Number(xorShiftW) / int.MAX_VALUE;
}
function randi(n:int):int { return random() * n; }
function randn(n:Number = 1):Number { return random() * n; }
function rands(s:Number, w:Number):Number { return (s + randn(w)) * SCREEN_WIDTH; }
function normalizeAngle(a:Number):Number {
if (a >= PI * 2) return a % (PI * 2);
else if (a < 0) return PI * 2 + a % (PI * 2);
return a;
}
function normalizeAnglePm(a:Number):Number {
a = normalizeAngle(a);
if (a > PI) return a - PI * 2;
return a;
}
function aim(a:Number, targetAngle:Number, maxRotation:Number):Number {
var oa:Number = normalizeAnglePm(targetAngle - a);
if (oa > maxRotation) oa = maxRotation;
else if (oa < -maxRotation) oa = -maxRotation;
return a + oa;
}
function getLength(x:Number, y:Number):Number {
return sqrt(x * x + y * y);
}
function sawtoothWave(x:Number, increment:Number = 0.2):Number {
return (x % 1) + int(x) * increment;
}
// Operation utility functions.
var currentKeys:Vector.<Boolean> = new Vector.<Boolean>(256);
var keys:Vector.<Boolean> = new Vector.<Boolean>(256);
var wasdWay:Vec = new Vec, ijklWay:Vec = new Vec;
var keyHistory:Vector.<Key>, keyHistoryIndex:int, randomSeed:int;
var isKeyRecording:Boolean, isKeyReplaying:Boolean;
class Key {
public var code:int, isPressed:Boolean, keyTicks:int;
public function Key(code:int, isPressed:Boolean) {
this.code = code;
this.isPressed = isPressed;
keyTicks = ticks;
}
}
function onKeyPressed(e:KeyboardEvent):void { currentKeys[e.keyCode] = true; }
function onKeyReleased(e:KeyboardEvent):void { currentKeys[e.keyCode] = false; }
function updateKeys():void {
if (isKeyRecording) recordKeys();
else if (isKeyReplaying) replayKeys();
else getCurrentKeys();
}
function getCurrentKeys():void {
for (var i:int = 0; i < 256; i++) keys[i] = currentKeys[i];
}
function swapCurrentKeys():void {
for (var i:int = 0; i < 256; i++) {
var ck:Boolean = currentKeys[i];
currentKeys[i] = keys[i];
keys[i] = ck;
}
}
function resetKeys():void {
for (var i:int = 0; i < 256; i++) keys[i] = currentKeys[i] = 0;
}
function startRecordKeys():void {
keyHistory = new Vector.<Key>;
isKeyRecording = true;
setRandomSeed(randomSeed = getTimer());
resetKeys();
}
function recordKeys():void {
for (var i:int = 0; i < 256; i++) if (keys[i] != currentKeys[i]) {
var ck:Boolean = currentKeys[i];
keyHistory.push(new Key(i, ck));
keys[i] = ck;
}
}
function stopRecordKeys():void {
keyHistory.push(new Key(0, false));
isKeyRecording = false;
}
function startReplayKeys():void {
keyHistoryIndex = 0;
isKeyReplaying = true;
setRandomSeed(randomSeed);
resetKeys();
}
function replayKeys():void {
while (keyHistoryIndex < keyHistory.length) {
var k:Key = keyHistory[keyHistoryIndex];
if (k.keyTicks > ticks) break;
keys[k.code] = k.isPressed;
keyHistoryIndex++;
}
}
function stopReplayKeys():void {
isKeyReplaying = false;
resetKeys();
}
function get isReplayKeysEnd():Boolean {
return (keyHistoryIndex >= keyHistory.length);
}
function getWasdWay(m:Number = 1):Vec {
wasdWay.x = wasdWay.y = 0;
if (isWPressed) wasdWay.y -= 1;
if (isAPressed) wasdWay.x -= 1;
if (isSPressed) wasdWay.y += 1;
if (isDPressed) wasdWay.x += 1;
if (wasdWay.x != 0 && wasdWay.y != 0) {
wasdWay.x *= 0.7; wasdWay.y *= 0.7;
}
wasdWay.x *= m; wasdWay.y *= m;
return wasdWay;
}
function get isWPressed():Boolean { return keys[0x26] || keys[0x57]; }
function get isAPressed():Boolean { return keys[0x25] || keys[0x41]; }
function get isSPressed():Boolean { return keys[0x28] || keys[0x53]; }
function get isDPressed():Boolean { return keys[0x27] || keys[0x44]; }
function getIjklWay(m:Number = 1):Vec {
ijklWay.x = ijklWay.y = 0;
if (isIPressed) ijklWay.y -= 1;
if (isJPressed) ijklWay.x -= 1;
if (isKPressed) ijklWay.y += 1;
if (isLPressed) ijklWay.x += 1;
if (ijklWay.x != 0 && ijklWay.y != 0) {
ijklWay.x *= 0.7; ijklWay.y *= 0.7;
}
ijklWay.x *= m; ijklWay.y *= m;
return ijklWay;
}
function get isIPressed():Boolean { return keys[0x49]; }
function get isJPressed():Boolean { return keys[0x4a]; }
function get isKPressed():Boolean { return keys[0x4b]; }
function get isLPressed():Boolean { return keys[0x4c]; }
function get isButtonPressed():Boolean {
return isButton1Pressed || isButton2Pressed;
}
function get isButton1Pressed():Boolean {
return keys[0x5a] || keys[0xbe] || keys[0x20];
}
function get isButton2Pressed():Boolean {
return keys[0x58] || keys[0xbf];
}
function get isEscPressed():Boolean {
return keys[0x1b];
}
// Screen utility functions.
function isInScreen(p:Vector3D):Boolean {
return (p.x >= 0 && p.x <= SCREEN_WIDTH && p.y >= 0 && p.y <= SCREEN_HEIGHT);
}
function setInScreen(p:Vector3D):void {
if (p.x < 0) p.x = 0;
else if (p.x > SCREEN_WIDTH) p.x = SCREEN_WIDTH;
if (p.y < 0) p.y = 0;
else if (p.y > SCREEN_HEIGHT) p.y = SCREEN_HEIGHT;
}
function removeAllSprites():void {
while (main.numChildren > 1) main.removeChildAt(1);
}
function drawTitle(title:String, buttonStrs:Array, operationStrs:Array, startButton:String):void {
cg.print(title, 100, 100);
var y:int = 200;
for (var i:int = 0; i < buttonStrs.length; i++, y += 30) {
cg.printKeys(buttonStrs[i], 120, y);
cg.print(operationStrs[i], 240, y);
}
y += 10;
cg.printKeys(startButton, 120, y);
cg.print("START", 240, y);
}
var rectForFill:Rectangle = new Rectangle;
function fillRect(x:Number, y:Number, width:Number, height:Number, color:int):void {
rectForFill.x = x - width / 2; rectForFill.y = y - height / 2;
rectForFill.width = width; rectForFill.height = height;
bd.fillRect(rectForFill, color);
}
// Text utility functions.
import net.wonderfl.utils.FontLoader;
const DEFAULT_FONT_NAME:String = "_typewriter";
const FONT_NAME:String = "Bebas";
function loadFont():void {
if (FONT_NAME == DEFAULT_FONT_NAME) { onFontLoaded(); return; }
var loader:FontLoader = new FontLoader();
loader.addEventListener(Event.COMPLETE, onFontLoaded);
loader.load(FONT_NAME);
}
function createTextField(x:int, y:int, size:int, width:int, height:int, color:int, hasSpacing:Boolean = true):TextField {
var fm:TextFormat = new TextFormat(FONT_NAME), fi:TextField = new TextField;
fm.size = size; fm.color = color; fm.leftMargin = 0; fm.bold = false;
if (hasSpacing) fm.letterSpacing = 3;
fi.defaultTextFormat = fm;
if (FONT_NAME != DEFAULT_FONT_NAME) fi.embedFonts = true;
fi.x = x; fi.y = y; fi.width = width; fi.height = height; fi.selectable = false;
return fi;
}