SIN CAR
/**
* Copyright ABA ( http://wonderfl.net/user/ABA )
* MIT License ( http://www.opensource.org/licenses/mit-license.php )
* Downloaded from: http://wonderfl.net/c/sdq4
*/
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, size:Number) {
if (shapes == null) shapes = new Vector.<PrimitiveShape>;
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);
}
}
/*----------------------------------------------------------------*/
// Initializers.
const TITLE:String = "SIN CAR";
var score:int, ticks:int, rank:Number;
var scoreHistory:ScoreHistory = new ScoreHistory;
function initialize():void {
startTitle();
}
function initializeTitle():void {
removeAllSprites();
}
function initializeGame():void {
removeAllSprites();
car = new Car;
walls = new Vector.<Wall>;
bonuses = new Vector.<Bonus>;
score = ticks = 0; rank = 1;
nextWallLength = 0; wallSide = 1;
nextBonusLength = SCREEN_HEIGHT / 2;
bonusScore = 100;
}
function initalizeGameOver():void {
scoreHistory.add(score);
}
// Update a game frame.
function updateGame():void {
rank = 1 + sawtoothWave(Number(score) / 5000);
cg.printFromRight(String(score), SCREEN_WIDTH, 0);
car.update();
for (var i:int = 0; i < walls.length; i++) if (!walls[i].update()) {
walls[i].sprite.remove();
walls.splice(i--, 1);
}
for (i = 0; i < bonuses.length; i++) if (!bonuses[i].update()) {
bonuses[i].sprite.remove();
bonuses.splice(i--, 1);
}
ticks++;
}
function updateTitle():void {
scoreHistory.draw(SCREEN_WIDTH, 0);
drawTitle(TITLE, new Array("^", "v"), new Array("DOWN FREQUENCY", "UP FREQUENCY"), "Z");
}
function updateGameOver():void {
scoreHistory.draw(SCREEN_HEIGHT, 0);
for each (var w:Wall in walls) w.update();
cg.print("GAME OVER", 180, 200);
}
function get isStartButtonPressed():Boolean {
return isButtonPressed;
}
// Player's car.
var car:Car;
class Car extends Actor {
public static const SIZE:Number = 20;
public static const Y:Number = SCREEN_HEIGHT * 0.8;
public static const AMPLITUDE:Number = SCREEN_WIDTH * 0.3;
public static const DOT_ANGLE:Number = Math.PI / 16;
public var angle:Number = 0, sinDotWidth:Number = 10;
public var rect:Rectangle = new Rectangle;
public function Car() {
super(PrimitiveShape.CAR, SIZE);
pos.x = SCREEN_CENTER; pos.y = Y;
rect.width = rect.height = 5;
}
public function update():void {
var k:Vec = getWasdWay(0.4);
sinDotWidth -= k.y;
if (sinDotWidth < 2) sinDotWidth = 2;
else if (sinDotWidth > 25) sinDotWidth = 25;
var y:Number = Y, a:Number = angle;
pos.x = sin(angle) * AMPLITUDE + SCREEN_CENTER;
a = (int(a / DOT_ANGLE) + 1) * DOT_ANGLE;
y -= (a - angle) / DOT_ANGLE * sinDotWidth;
var isFirst:Boolean = true;
while (y > 0) {
var dx:Number = sin(a) * AMPLITUDE + SCREEN_CENTER;
if (isFirst) {
sprite.angle = atan2(dx - pos.x, y - pos.y);
isFirst = false;
}
rect.x = dx - 2; rect.y = y - 2;
bd.fillRect(rect, 0xaaaaaa);
a += PI / 16; y -= sinDotWidth;
}
angle += PI / 5 / sinDotWidth * rank;
scroll(3.3 * rank);
sprite.pos = pos;
score++;
}
}
// Walls.
var walls:Vector.<Wall>;
class Wall extends Actor {
public static const SIZE:Number = 16;
public var rect:Rectangle = new Rectangle;
public function Wall(x:Number, y:Number, side:int) {
super(PrimitiveShape.CIRCLE, SIZE);
pos.x = x; pos.y = y; sprite.pos = pos;
rect.height = SIZE / 2;
if (side == 1) {
rect.x = x + SIZE / 2;
rect.width = SCREEN_WIDTH - rect.x;
} else {
rect.x = 0;
rect.width = x - SIZE / 2;
}
}
public function update():Boolean {
sprite.pos = pos;
rect.y = pos.y - SIZE / 4;
bd.fillRect(rect, 0xcccccc);
if (isInGame && abs(pos.y - car.pos.y) < SIZE / 2 &&
rect.x < car.pos.x && rect.x + rect.width > car.pos.x) {
addParticlesRound(256, car.pos.x, car.pos.y, 20, 10);
startGameOver();
}
return (pos.y < SCREEN_HEIGHT);
}
}
// Bonuses.
var bonuses:Vector.<Bonus>;
var bonusScore:int;
class Bonus extends Actor {
public static const SIZE:Number = 20;
public function Bonus(x:Number, y:Number) {
super(PrimitiveShape.BOX, SIZE);
sprite.angle = PI / 4;
pos.x = x; pos.y;
}
public function update():Boolean {
sprite.pos = pos;
if (pos.distance(car.pos) < SIZE * 2) {
addNumberBoard(bonusScore, pos.x, pos.y);
addParticlesRound(20, pos.x, pos.y, 10, 8, 0.8);
score += bonusScore; if (bonusScore < 1000) bonusScore += 100;
return false;
}
if (pos.y >= SCREEN_HEIGHT) { bonusScore = 100; return false; }
return true;
}
}
var nextWallLength:Number, wallSide:int, nextBonusLength:Number;
function scroll(l:Number):void {
for each (var w:Wall in walls) w.pos.y += l;
for each (var b:Bonus in bonuses) b.pos.y += l;
nextWallLength -= l;
while (nextWallLength < 0) {
walls.push(new Wall(wallSide * Car.AMPLITUDE * (-0.5 + randn(1.3)) + SCREEN_CENTER, -nextWallLength, wallSide));
nextWallLength += (0.16 + randn(0.5)) * SCREEN_HEIGHT;
wallSide *= -1;
}
nextBonusLength -= l;
while (nextBonusLength < 0) {
bonuses.push(new Bonus(Car.AMPLITUDE * ( -1 + randn(2)) + SCREEN_CENTER, -nextBonusLength));
nextBonusLength += SCREEN_HEIGHT;
}
}
/*----------------------------------------------------------------*/
// Game lifecycle handlers.
import flash.display.*;
import flash.filters.*;
import flash.geom.*;
import flash.events.*;
import flash.text.*;
import flash.media.*;
import flash.net.*;
const SCREEN_WIDTH:int = 465;
const SCREEN_HEIGHT:int = 465;
const SCREEN_CENTER:int = 465 / 2;
var main:Main, bd:BitmapData;
var isMousePressed:Boolean, isMouseClicked:Boolean;
var keys:Vector.<Boolean> = new Vector.<Boolean>(256);
var isStartButtonReleased:Boolean;
// 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(MouseEvent.MOUSE_DOWN, function(e:Event):void { isMousePressed = true; });
main.stage.addEventListener(MouseEvent.MOUSE_UP, function(e:Event):void { isMousePressed = false; });
main.stage.addEventListener(MouseEvent.CLICK, function(e:Event):void { isMouseClicked = true; });
main.stage.addEventListener(KeyboardEvent.KEY_DOWN, function(e:KeyboardEvent):void { keys[e.keyCode] = true; } );
main.stage.addEventListener(KeyboardEvent.KEY_UP, function(e:KeyboardEvent):void { keys[e.keyCode] = false; } );
loadFont();
}
function onFontLoaded():void {
initializeBlurs();
cg = new Cg;
initialize();
main.addEventListener(Event.ENTER_FRAME, updateFrame);
}
// Update a frame.
function updateFrame(event:Event):void {
bd.fillRect(bd.rect, 0);
bd.lock();
updateParticles();
updateNumberBoards();
if (isInGame) updateGame();
else if (isTitle) updateTitle();
else updateGameOver();
bd.unlock();
if (isInGame && isEscPressed) startGameOver();
if (gameOverTicks > 0) {
gameOverTicks--;
if (gameOverTicks == 0) startTitle();
}
if (isStartButtonPressed) {
if (isStartButtonReleased) {
isStartButtonReleased = false;
if (!isInGame && gameOverTicks < GAME_OVER_DURATION - 30) startGame();
}
} else {
isStartButtonReleased = true;
}
}
// Handle a game state (Title/In game/Game over).
const GAME_OVER_DURATION:int = 180;
var gameOverTicks:int;
function startTitle():void {
initializeTitle();
gameOverTicks = 0;
}
function startGame():void {
initializeGame();
gameOverTicks = -1;
}
function startGameOver():void {
if (!isInGame) return;
initalizeGameOver();
gameOverTicks = GAME_OVER_DURATION;
}
function get isInGame():Boolean {
return (gameOverTicks < 0);
}
function get isTitle():Boolean {
return (gameOverTicks == 0);
}
/*--------------------------------*/
// 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 v:Number = (abs(vx) + abs(vy)) * spreading;
for (var i:int = 0; i < n; i++) {
particles.push(new Particle(x, y, vx + v * (-1 + randn(2)), vy + v * (-1 + randn(2)), size, 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, 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, BOX:int = 1, TRIANGLE:int = 2,
CROSS:int = 3, BAR:int = 4, HUMAN:int = 5, CAR:int = 6,
COUNT:int = 7;
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],
[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],
];
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 {
var ps:Array = POINTS[type - 1];
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_SIZE * 2, height + BLUR_SIZE * 2);
}
public function drawToSprite(s:Sprite):void {
var b:Bitmap = new Bitmap(sbd);
b.x = -width / 2 - BLUR_SIZE;
b.y = -height / 2 - BLUR_SIZE;
s.addChild(b);
}
public function draw(x:Number, y:Number):void {
point.x = x - BLUR_SIZE; point.y = y - BLUR_SIZE;
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_SIZE:int = 40, BLUR_SIZE_SKIP:int = 8;
var blurs:Vector.<BlurFilter>;
function initializeBlurs():void {
blurs = new Vector.<BlurFilter>(BLUR_SIZE / BLUR_SIZE_SKIP);
for (var i:int = BLUR_SIZE_SKIP; i < BLUR_SIZE; i += BLUR_SIZE_SKIP) {
var blur:BlurFilter = new BlurFilter;
blur.blurX = blur.blurY = i;
blurs[i / BLUR_SIZE_SKIP] = blur;
}
}
function createBlurredBitmapData(df:Function, w:Number, h:Number):BitmapData {
var bd:BitmapData = new BitmapData(w + BLUR_SIZE * 2, h + BLUR_SIZE * 2, true, 0);
var bs:Sprite = new Sprite;
var s:Shape = new Shape;
bs.addChild(s);
s.x = w / 2 + BLUR_SIZE; s.y = h / 2 + BLUR_SIZE;
var g:Graphics = s.graphics;
df(g);
bd.lock();
for (var i:int = 0; i < BLUR_SIZE / BLUR_SIZE_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_SIZE * 2, PIXEL_HEIGHT * 1.4 + BLUR_SIZE * 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_SIZE; p.y = y - BLUR_SIZE;
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_SIZE * 2, Cg.PIXEL_HEIGHT * 1.4 + BLUR_SIZE * 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_SIZE;
s.y = Cg.PIXEL_HEIGHT * 0.7 + BLUR_SIZE;
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_SIZE; b.y = BLUR_SIZE;
}
if (isKey) {
g = bs.graphics;
g.lineStyle(2, 0xffffff);
g.moveTo(BLUR_SIZE, BLUR_SIZE);
g.lineTo(BLUR_SIZE + Cg.PIXEL_WIDTH * 1.4, BLUR_SIZE);
g.lineTo(BLUR_SIZE + Cg.PIXEL_WIDTH * 1.4, BLUR_SIZE + Cg.PIXEL_HEIGHT * 1.4);
g.lineTo(BLUR_SIZE, BLUR_SIZE + Cg.PIXEL_HEIGHT * 1.4);
g.lineTo(BLUR_SIZE, BLUR_SIZE);
}
bd.lock();
for (var i:int = 0; i < BLUR_SIZE / BLUR_SIZE_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);
if (i == 0) y += Cg.FONT_SIZE * 2;
else y += Cg.FONT_SIZE * 1.2;
}
}
}
// Vector3D with utility functions.
class Vec extends Vector3D {
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;
function randi(n:int):int {
return Math.random() * n;
}
function randn(n:Number):Number {
return Math.random() * n;
}
function getLength(x:Number, y:Number):Number {
return sqrt(x * x + y * y);
}
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, tagetAngle:Number, maxRotation:Number):Number {
var oa:Number = normalizeAnglePm(tagetAngle - a);
if (oa > maxRotation) oa = maxRotation;
else if (oa < -maxRotation) oa = -maxRotation;
return a + oa;
}
function sign(v:Number):int {
return (v > 0) ? 1 : ((v < 0) ? -1 : 0);
}
function sawtoothWave(x:Number, increment:Number = 0.2):Number {
return (x % 1) + int(x) * increment;
}
// Operation utility functions.
var wasdWay:Vec = new Vec, ijklWay:Vec = new Vec;
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);
}
// 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;
}
function drawStringToSprite(sp:Sprite, s:String, x:int, y:int, size:int, color:int, hasSpacing:Boolean = true):void {
var t:TextField = createTextField(x, y, size, size * s.length, size * 1.5, color, hasSpacing);
t.text = s;
sp.addChild(t);
}