forked from: wonderflでポケコンでシューティング (WIP)
phase 6 + Beep音.
move;arrow or wasd/shot;ctrl,z,n/slow;shift,x,m
--------------------------------------------------
Notes from De-Cendres : This is my first try at actionscript
and flash. Please, forgive the obvious errors of implementation.
Press K to switch from Qwerty to Azerty
Press V to switch the screen's colors
LCDRender.print now accept an align parameter
--------------------------------------------------
TODO :
Fix pause [P]
// forked from keim_at_Si's wonderflでポケコンでシューティング
// forked from keim_at_Si's wonderflでポケコン
// phase 6 + Beep音.
// move;arrow or wasd/shot;ctrl,z,n/slow;shift,x,m
//--------------------------------------------------
// Notes from De-Cendres : This is my first try at actionscript
// and flash. Please, forgive the obvious errors of implementation.
// Press K to switch from Qwerty to Azerty
// Press V to switch the screen's colors
// LCDRender.print now accept an align parameter
//--------------------------------------------------
// TODO :
// Fix pause [P]
package {
import flash.display.*;
import flash.events.*;
[SWF(width="465", height="465", backgroundColor="0", frameRate="30")]
public class main extends Sprite {
function main() {
// key mapping
_key = new TCMLKeyMapper(stage);
// lcd render
_lcd = new LCDRender();
_lcd.charMap[65] = LCDRender.hex2bmp("70607c6070");
addChild(_lcd);
addEventListener("enterFrame", _onEnterFrame);
// beep
_beep = new Beep();
_actorManager[FIBER] = new ActorManager(Fiber);
_actorManager[BULLET] = new ActorManager(Actor).pat("070507", 3).pat("0e1b111b0e", 5);
_actorManager[SHOT] = new ActorManager(Actor).pat("3f0000003f", 6).pat("3f", 6);
_actorManager[ENEMY] = new ActorManager(Actor, _actorManager[SHOT]);
_actorManager[PARTICLE] = new ActorManager(Actor).pat("01", 1);
_actorManager[EXPLOSION] = new ActorManager(Explosion);
_actorManager[ENEMY].pat("583c563f3f563c58", 7, 6).pat("2b7e353c3c357e2b", 14, 20).pat("2b7e353c3c357e2b", 21, 20).pat("01", 1);
_actorManager[EXPLOSION].pat("0000060909060000").pat("1669b9c644463d02").pat("1285324884844a30");
_actorManager[EXPLOSION].pat("0002000060905021").pat("0000000000000080");
for (var i:int=0, p:Number=0; i<5120; i++, p+=0.0015339807878856411) sin[i] = Math.sin(p);
_player = Player(_playerManager.alloc());
_player.changeStatus(0);
_player.life = 3;
score = 0;
_sceneManager.changeScene(0);
}
private function _onEnterFrame(e:Event) : void {
frameCount++;
_key.refresh();
_lcd.cls();
var updated:Boolean = _sceneManager.update();
if(!pause)
{
if (frameCount & 1) _actorManager[PARTICLE].alloc().init(Math.random()*96, 0, 0, int(Math.random()*3)+1);
if (updated) _player.update(_actorManager[BULLET]);
for (var i:int = 0; i<6; i++) _actorManager[i].updateAll();
}
_lcd.render();
}
}
}
// internal variables
const FIBER:int = 0;
const BULLET:int = 1;
const SHOT:int = 2;
const ENEMY:int = 3;
const PARTICLE:int = 4;
const EXPLOSION:int = 5;
var sin:Vector.<Number> = new Vector.<Number>(5120, true);
var _lcd:LCDRender;
var _key:TCMLKeyMapper;
var _beep:Beep;
var _sceneManager:SceneManager = new SceneManager();
var _playerManager:ActorManager = new ActorManager(Player).pat("7820782f782078", 7);
var _actorManager:Vector.<ActorManager> = new Vector.<ActorManager>(6, true);
var _player:Player;
var frameCount:int;
var score:int;
var phase:int;
var pause:Boolean;
var shotScript:Vector.<String> = Vector.<String>([
"&c1[99999ha180f40{&p0}f{&p1v20w1ha190vd40}f{&p1v-20w1ha170vd40}w2f40{&p0}40w2f40f{&p1v20w1ha200vd40}f{&p1v-20w1ha160vd40}w2f40{&p0}w2]",
"&c1[99999ha180f40{&p0}f{&p1v20w1v0,-40}f{&p1v-20w1v0,-40}w2]"
]);
import flash.display.*;
import flash.geom.*;
import flash.filters.*;
import flash.events.*;
import flash.media.*;
import flash.utils.*;
class LCDRender extends Bitmap {
public var data:BitmapData = new BitmapData(96, 96, false, 0);
public var charMap:Vector.<BitmapData> = Vector.<BitmapData>([
hex2bmp("0000000000"), hex2bmp("00005f0000"), hex2bmp("0003000300"), hex2bmp("143e143e14"), // !"#
hex2bmp("242a7f2a12"), hex2bmp("4c2c106864"), hex2bmp("3649592650"), hex2bmp("0000030000"), // $%&'
hex2bmp("001c224100"), hex2bmp("0041221c00"), hex2bmp("22143e1422"), hex2bmp("08083e0808"), // ()*+
hex2bmp("0050300000"), hex2bmp("0808080808"), hex2bmp("0060600000"), hex2bmp("2010080402"), // ,-./
hex2bmp("3e5149453e"), hex2bmp("00427f4000"), hex2bmp("4261514946"), hex2bmp("2241494936"), // 0123
hex2bmp("3824227f20"), hex2bmp("4f49494931"), hex2bmp("3e49494932"), hex2bmp("0301710907"), // 4567
hex2bmp("3649494936"), hex2bmp("264949493e"), hex2bmp("0036360000"), hex2bmp("0056360000"), // 89:;
hex2bmp("0814224100"), hex2bmp("1414141414"), hex2bmp("0041221408"), hex2bmp("0201510906"), // <=>?
hex2bmp("3e4159551e"), hex2bmp("7c2221227c"), hex2bmp("7f49494936"), hex2bmp("3e41414122"), // @ABC
hex2bmp("7f4141423c"), hex2bmp("7f49494941"), hex2bmp("7f09090901"), hex2bmp("3e4149493a"), // DEFG
hex2bmp("7f0808087f"), hex2bmp("00417f4100"), hex2bmp("2040413f01"), hex2bmp("7f08142241"), // HIJK
hex2bmp("7f40404040"), hex2bmp("7f020c027f"), hex2bmp("7f0408107f"), hex2bmp("3e4141413e"), // LMNO
hex2bmp("7f09090906"), hex2bmp("3e4151215e"), hex2bmp("7f09192946"), hex2bmp("2649494932"), // PQRS
hex2bmp("01017f0101"), hex2bmp("3f4040403f"), hex2bmp("1f2040201f"), hex2bmp("1f601c601f"), // TUVW
hex2bmp("6314081463"), hex2bmp("0708700807"), hex2bmp("6151494543"), hex2bmp("00007f4100"), // XYZ[
hex2bmp("0204081020"), hex2bmp("00417f0000"), hex2bmp("0002010200"), hex2bmp("4040404040"), // \]^_
]);
private var _screen:BitmapData = new BitmapData(384, 384, true, 0);
private var _display:BitmapData = new BitmapData(400, 400, false, 0);
private var _cls:BitmapData = new BitmapData(400, 400, false, 0);
private var _matS2D:Matrix = new Matrix(1,0,0,1,8,8);
private var _shadow:DropShadowFilter = new DropShadowFilter(4, 45, 0, 0.6, 6, 6);
private var _residueMap:Vector.<Number> = new Vector.<Number>(9216, true);
private var _toneFilter:uint, _dotColor:uint, _residue:Number;
private var _dot:Rectangle = new Rectangle(0,0,3,3);
private var _pt:Point = new Point();
private var _shape:Shape = new Shape();
static public var AlignLeft:uint = 0;
static public var AlignRight:uint = 1;
static public var AlignCenter:uint = 2;
static public var Mode:uint = 0;
static public function hex2bmp(hex:String, height:int=8, scale:int=1) : BitmapData {
var i:int, pat:int,
rect:Rectangle = new Rectangle(0, 0, scale, scale),
bmp:BitmapData = new BitmapData((hex.length>>1)*scale, height, true, 0);
for (i=0, rect.x=0; i<hex.length; i+=2, rect.x+=scale)
for (rect.y=0, pat=parseInt(hex.substr(i, 2), 16); pat!=0; rect.y+=scale, pat>>=1) {
bmp.fillRect(rect, (pat&1)<<31>>31);
}
return bmp;
}
public function switchMode() : void {
switch(LCDRender.Mode) {
case 0 :
applyMode(4, 0xFFFFFF, 0xFFFFFF, 0x103010, 0.4);
LCDRender.Mode = 1;
break;
case 1 :
applyMode(8, 0x708070, 0x707070, 0xFFFFFF, 0.3);
LCDRender.Mode = 2;
break;
case 2 :
applyMode(2, 0xb0c0b0, 0xb0b0b0, 0x000000, 0.4);
LCDRender.Mode = 0;
break;
}
}
public function applyMode(
bit:int, backColor:uint, dot0Color:uint,
dot1Color:uint, residue:Number
) : void {
_toneFilter = (0xff00 >> bit) & 0xff;
_dotColor = dot1Color;
_cls.fillRect(_cls.rect, backColor);
_residue = residue;
for (_dot.x=8; _dot.x<392; _dot.x+=4)
for (_dot.y=8; _dot.y<392; _dot.y+=4)
_cls.fillRect(_dot, dot0Color);
}
function LCDRender(mode:uint = 0) {
switchMode();
charMap.length = 96;
for (var i:int=32; i<64; i++) charMap[i+32] = charMap[i];
super(_display);
x = 32;
y = 32;
}
public function cls() : void {
data.fillRect(data.rect, 0);
}
public function line(x0:int, y0:int, x1:int, y1:int, color:int=255, thick:Number=1) : void {
_shape.graphics.clear();
_shape.graphics.lineStyle(thick, color);
_shape.graphics.moveTo(x0, y0);
_shape.graphics.lineTo(x1, y1);
data.draw(_shape);
}
public function gprint(x:int, y:int, bmp:BitmapData) : void {
_pt.x = x - (bmp.width >> 1);
_pt.y = y - (bmp.height >> 1);
data.copyPixels(bmp, bmp.rect, _pt);
}
public function print(x:int, y:int, str:String, align:uint = 0) : void {
switch(align) {
case LCDRender.AlignLeft :
_pt.x = x;
break;
case LCDRender.AlignRight :
_pt.x = data.width - (str.length * 6) - x;
break;
case LCDRender.AlignCenter :
_pt.x = (data.width - (str.length * 6)) / 2 + x;
break;
}
_pt.y = y;
var bmp:BitmapData;
for (var i:int=0; i<str.length; i++, _pt.x+=6) {
bmp = charMap[str.charCodeAt(i)-32];
data.copyPixels(bmp, bmp.rect, _pt);
}
}
public function render() : void {
var x:int, y:int, gray:int, mask:uint, i:int;
_screen.fillRect(_screen.rect, 0);
for (i=0, _dot.y=0, y=0; y<96; _dot.y+=4, y++) {
for (_dot.x=0, x=0; x<96; _dot.x+=4, x++, i++) {
gray = ((data.getPixel(x, y) & _toneFilter)>>1) + int(_residueMap[i]);
if (gray > 255) gray = 255;
_residueMap[i] = gray * _residue;
if (gray) _screen.fillRect(_dot, (gray<<24) | _dotColor);
}
}
_screen.applyFilter(_screen, _screen.rect, _screen.rect.topLeft, _shadow);
_display.copyPixels(_cls, _cls.rect, _cls.rect.topLeft);
_display.draw(_screen, _matS2D);
}
}
class KeyMapper {
public var keys:uint = 0;
public var k:uint = 0;
private var _map:Vector.<int> = new Vector.<int>(256, true);
function KeyMapper(stage:Stage) : void {
for (var i:int=0; i<256; i++) _map[i]=32;
stage.addEventListener("keyDown", function(e:KeyboardEvent) : void {
keys |= 1<<_map[e.keyCode];
k = e.keyCode;
});
stage.addEventListener("keyUp", function(e:KeyboardEvent) : void {
keys &= ~(1<<_map[e.keyCode]);
});
}
public function map(bit:int, ...args) : KeyMapper {
for (var i:int=0; i<args.length; i++) _map[args[i]] = bit;
return this;
}
}
class TCMLKeyMapper extends KeyMapper {
public var actionned:Boolean;
static public var Qwerty:uint = 0;
static public var Azerty:uint = 1;
static public var KeyboardType:uint = TCMLKeyMapper.Qwerty;
function TCMLKeyMapper(stage:Stage) : void {
super(stage);
doMapping();
}
public function doMapping() : void {
if(TCMLKeyMapper.KeyboardType == TCMLKeyMapper.Qwerty) {
map(0,37,65).map(1,38,87).map(2,39,68).map(3,40,83).map(4,17,90,78).map(5,16,88,77).map(6,75).map(7,86).map(8,72).map(9,80);
} else {
map(0,37,65).map(1,38,90).map(2,39,68).map(3,40,83).map(4,17,87,78).map(5,16,88,77).map(6,75).map(7.86).map(8,72).map(9,80);
}
}
public function refresh() : void {
if(keys & 64) {
keys = 0;
if(TCMLKeyMapper.KeyboardType == TCMLKeyMapper.Qwerty) {
TCMLKeyMapper.KeyboardType = TCMLKeyMapper.Azerty;
} else {
TCMLKeyMapper.KeyboardType = TCMLKeyMapper.Qwerty;
}
doMapping();
}
else if(keys & 128)
{
keys = 0;
_lcd.switchMode();
}
else if(keys & 512)
{
keys = 0;
pause = !pause;
}
}
}
class Beep {
private var _phase:int, _pitch:int, _count:int, _sweep:int;
private var _sound:Sound = new Sound();
private var _step:Vector.<int> = new Vector.<int>(256, true);
private var _wave:Vector.<Number> = new Vector.<Number>(16, true);
function Beep() {
var i:int;
_sound.addEventListener("sampleData", _onStream);
for (i=0; i<16; i++) _wave[i] = 0;
for (i=0; i<256; i++) _step[i] = i;
_wave[14] = -(_wave[15] = 0.1);
_sweep = _count = _pitch = _phase = 0;
_sound.play();
}
public function play(pitch:int, length:int, sweep:int) : void {
_pitch = pitch;
_count = length+1;
_sweep = sweep;
}
private function _onStream(e:SampleDataEvent) : void {
var l:int, i:int, n:Number, data:ByteArray = e.data;
for (l=0; l<2; l++) {
if (--_count == 0) { _pitch = _sweep = 0; }
_pitch += _sweep;
for (i=0; i<1024; i++) {
_phase = (_phase+_step[_pitch&255]) & 4095;
data.writeFloat(_wave[_phase>>8]);
data.writeFloat(_wave[_phase>>8]);
}
}
}
}
class SceneManager {
public var id:int;
public var initPhase:int = 0;
private var _stage:Actor, _stageScript:String;
private var _groupScript:Array = [
["&c2&p3p6v12[8f{&l1vd24i20vw10f8w10vd-20}w2]ko",
"&c2&p3p90v-12[8f{&l1vd24i20vw10f8w10vd-20}w2]ko",
"&p1&l20v0,12i8v0,1w8[2ha-56f8hs16[7w5f8]w5ha56f8hs-16[7w5f8]w5]a0,1",
"[40ha90f100{w1b8,90f6{&p1}ko}ha-90f100w30]"]
];
function SceneManager() {
_stageScript = "&c2&p3&l0,1p48w64[2f$0w32f$1w32]f$0w16f$1w16f$2w48p24f$2p72f$2w64";
_stageScript += "[2f$0w24p16f$2w24f$1w24p84f$2w24]w32p24f$2p72f$2[2w16f$0w16f$1]w64p48f$3ko";
for (var i:int=0; i<_groupScript.length; i++) {
_groupScript[i][3] = "&p2&l100v0,20i8v0,1w8@{v10[10i64v-10w64v10w64]a0,1}"+_groupScript[i][3];
}
}
public function changeScene(id:int) : void {
this.id = id;
frameCount = 0;
switch (id) {
case 1: _start(); break;
case 2: _stage.kill(); break;
}
}
private function _start() : void {
_beep.play(0,32,32);
if (phase == _groupScript.length) { changeScene(3); return; }
_stage = _actorManager[ENEMY].alloc().init(48, 0, 0, 0, 2);
Fiber(_actorManager[FIBER].alloc()).motion(_stage, _stageScript, _groupScript[phase++]);
}
public function update() : Boolean {
for (var i:int=0, x:uint = 82; i<_player.life; i++, x-=6) _lcd.print(x, 0, 'a');
_lcd.print(0,0,(TCMLKeyMapper.KeyboardType == TCMLKeyMapper.Qwerty ? "Q" : "A"),LCDRender.AlignRight);
_lcd.print( 0, 0, String(score));
switch (id) {
case -1:
_lcd.print(0, 12, "HELP");
_lcd.print(0, 17, "----");
_lcd.print(0, 26, "K: SWITCH");
_lcd.print(0, 34, " KEYBOARD TYPE");
_lcd.print(0, 46, "V: SWITCH");
_lcd.print(0, 54, " SCREEN'S COLORS");
if (frameCount>5) {
if (_key.keys > 0) {
changeScene(0);
}
}
break;
case 0:
//_lcd.print(8,8,_key.k.toString() + " : " + _key.keys.toString());
_lcd.print(0, 28, "-TINY CANNON ML-", LCDRender.AlignCenter);
_lcd.print(0, 38, "<DC VER WIP>", LCDRender.AlignCenter);
_lcd.print(0, 64, "PRESS SHOT KEY", LCDRender.AlignCenter);
_lcd.print(0, 72, "PRESS H FOR HELP", LCDRender.AlignCenter);
if (frameCount>30) {
if (_key.keys & 16) {
_actorManager[BULLET].freeAll();
_actorManager[ENEMY].freeAll();
_player.init(48,80);
_player.life = 3;
score = 0;
phase = initPhase;
changeScene(1);
} else if(_key.keys & 256) {
changeScene(-1);
}
}
break;
case 1:
if (frameCount<60) _lcd.print(0, 44, "PHASE:"+String(phase), LCDRender.AlignCenter);
if (_actorManager[ENEMY].isEmpty) changeScene(1);
return true;
case 2:
_lcd.print(0, 44, "- GAME OVER -", LCDRender.AlignCenter);
if (frameCount>30 && (_key.keys & 16)) changeScene(0);
break;
case 3:
_lcd.print(0, 44, "ALL CLEAR !", LCDRender.AlignCenter);
if (frameCount>30 && (_key.keys & 16)) changeScene(0);
break;
}
return false;
}
}
class ActorManager {
private var _actorClass:Class, _evaluator:ActorManager, _freeList:Actor, _activeList:Actor;
public var _pattern:Vector.<BitmapData> = new Vector.<BitmapData>();
public var _size2:Vector.<Number> = new Vector.<Number>();
public function get isEmpty() : Boolean { return (_activeList.next==_activeList); }
function ActorManager(actorClass:Class, evaluator:ActorManager=null) {
_actorClass = actorClass;
_evaluator = evaluator;
_freeList = new Actor(this);
_activeList = new Actor(this);
}
public function pat(hex:String, h:int=8, size:Number=0) : ActorManager {
_pattern.push(LCDRender.hex2bmp(hex, h, ((h-1)>>3) + 1));
_size2.push(size*size);
return this;
}
public function alloc() : Actor {
var actor:Actor = _freeList.pop() || new _actorClass(this);
_activeList.push(actor);
return actor;
}
public function free(act:Actor) : Actor {
var next:Actor = act.next;
act.prodNum++;
act.remove();
_freeList.push(act);
return next;
}
public function updateAll() : void {
for (var act:Actor=_activeList.next; act!=_activeList; act=act.update(_evaluator));
}
public function freeAll() : void {
for (var act:Actor=_activeList.next; act!=_activeList; act=free(act));
}
public function hitEval(obj:Actor, dist2:Number) : int {
for (var cnt:int=0, act:Actor=_activeList.next; act!=_activeList; act=act.next) {
var dx:Number = act.x - obj.x, dy:Number = act.y - obj.y;
if (dx*dx+dy*dy < dist2) { act=free(act).prev; cnt++; }
}
return cnt;
}
}
class Actor {
public var x:Number, y:Number, vx:Number, vy:Number, ax:Number, ay:Number, ac:int;
public var childManager:ActorManager, life:int, bonus:int, range:Boolean, patNum:int, prodNum:int=0;
protected var _manager:ActorManager;
function Actor(manager:ActorManager) {
_manager = manager;
prev = this;
next = this;
}
public function init(x:Number, y:Number, vx:Number=0, vy:Number=0, patNum:int=0) : Actor {
pos(x, y).vel(vx, vy).acc(0, 0, 0);
this.patNum = patNum;
range = true;
life = 0;
bonus = 0;
childManager = _actorManager[BULLET];
return this;
}
public function pos(x:Number, y:Number) : Actor {
this.x = x;
this.y = y;
return this;
}
public function vel(vx:Number, vy:Number, term:int=0) : Actor {
if (term == 0) {
this.vx = vx;
this.vy = vy;
} else {
var n:Number = 1 / term;
acc((vx-this.vx)*n, (vy-this.vy)*n, term);
}
return this;
}
public function acc(ax:Number, ay:Number, ac:int) : Actor {
this.ax = ax;
this.ay = ay;
this.ac = ac;
return this;
}
public function update(eval:ActorManager) : Actor {
x += vx + ax * 0.5;
y += vy + ax * 0.5;
vx += ax;
vy += ay;
if (--ac == 0) { ax=0; ay=0; }
if (range && (x<0 || x>95 || y<0 || y>95)) return _manager.free(this);
if (eval && life>0 && (life-=eval.hitEval(this, _manager._size2[patNum]))<=0) {
score += bonus;
_actorManager[EXPLOSION].alloc().init(x, y, vx, vy+1).vel(0,0,20);
_beep.play(64,4,-8);
return _manager.free(this);
}
_lcd.gprint(x+0.5, y+0.5, _manager._pattern[patNum]);
return next;
}
public function kill() : void {
_manager.free(this);
}
public var prev:Actor, next:Actor;
public function push(act:Actor) : void { act.next=this; act.prev=prev; prev.next=act; prev=act; }
public function pop() : Actor { return (prev==this) ? null : prev.remove(); }
public function remove() : Actor { prev.next=next; next.prev=prev; return this; }
}
class Player extends Actor {
private var _status:int, _statusCount:int, _statusCounts:Vector.<int>=Vector.<int>([20,60,0,0]);
public var prevShot:int=0, shotFiber:Fiber=null;
function Player(manager:ActorManager) { super(manager); }
override public function update(eval:ActorManager) : Actor {
var inkey:uint = _key.keys;
if (--_statusCount == 0) changeStatus(_status+1);
if (_status == 0) {
y -= _statusCount*0.2;
} else {
vx = ((inkey>>2) & 1) - (inkey & 1);
vy = ((inkey>>3) & 1) - ((inkey>>1) & 1);
if ((inkey & 32) == 0) { vx<<=1; vy<<=1; }
inkey &= 48;
if (inkey != prevShot) {
if (shotFiber) { shotFiber.kill(); shotFiber = null; }
if (inkey&16) shotFiber = Fiber(_actorManager[FIBER].alloc()).motion(this, shotScript[int(inkey==48)]);
}
prevShot = inkey;
if (x+vx<3 || x+vx>92) vx=0;
if (y+vy<3 || y+vy>92) vy=0;
x += vx;
y += vy;
}
if (_status == 2 && eval.hitEval(this, 4)) miss();
if (_status == 2 || (frameCount & 1)) _lcd.gprint(x, y, _manager._pattern[0]);
return next;
}
public function changeStatus(s:int) : void {
_status = s;
_statusCount = _statusCounts[s];
if (s==0) y+=38;
}
public function miss() : void {
if (shotFiber) { shotFiber.kill(); shotFiber = null; }
for (var i:int=0; i<8; i++)
_actorManager[EXPLOSION].alloc().init(x, y, Math.random()*4-2, Math.random()*2-1).vel(0,0,20);
_beep.play(192,40,-4);
if (--life == 0) _sceneManager.changeScene(2);
else changeStatus(0);
}
}
class Explosion extends Actor {
private var _animCount:int;
function Explosion(manager:ActorManager) { super(manager); }
override public function init(x:Number, y:Number, vx:Number=0, vy:Number=0, patNum:int=0) : Actor {
_animCount = 0;
return super.init(x, y, vx, vy, patNum);
}
override public function update(eval:ActorManager) : Actor {
patNum = (++_animCount)>>2;
return (_animCount==19) ? _manager.free(this) : super.update(eval);
}
}
class Fiber extends Actor {
private const VRAT:Number = 0.2;
private const ARAT:Number = 0.04;
public var actor:Actor, script:String, prevScript:String, counter:int, childScript:Vector.<String>;
private var _bc:int, _ba:Number, _bv:Number, _interval:int, _prodNum:int, _loopStac:Array = [];
public var rex:RegExp = /(h[avtsr]|bv|[av]d|ko|&[clp]|[pvaiwfb@[\]])([-\d]+)?,?([-\d]+)?,?([-\d]+)?(\{)?(\$(\d+))?/g;
public var rex2:RegExp = /[{}]/g;
function Fiber(manager:ActorManager) { super(manager); }
public function motion(actor:Actor, script:String, childScript:Array=null) : Fiber {
pos(0, 0).vel(0, 0).acc(0, 0, 2);
_bc = 1;
_ba = 0;
_bv = 0;
_interval = 0;
this.actor = actor;
this.script = script;
this.childScript = (childScript) ? Vector.<String>(childScript) : new Vector.<String>();
prevScript = null;
_prodNum = actor.prodNum;
childManager = actor.childManager;
counter = 1;
_loopStac.length = 0;
rex.lastIndex = 0;
return this;
}
override public function update(eval:ActorManager) : Actor {
var res:*, p0:int, p1:int, p2:int, i:int, n:Number;
if (actor.prodNum != _prodNum) return _manager.free(this);
if (--counter == 0) {
for (res = rex.exec(script); res; res = rex.exec(script)) {
p0 = res[2] || 0;
p1 = res[3] || 0;
p2 = res[4] || 0;
switch (res[1]) {
case 'w': counter = p0; return next;
case 'i': _interval = p0; break;
case 'p': actor.pos(p0, p1); break;
case 'v': actor.vel(p0*VRAT, p1*VRAT, _interval); break;
case 'a': actor.acc(p0*ARAT, p1*ARAT, 0); break;
case 'f': _fire(p0 * VRAT, seq()); break;
case 'ha': acc(p0, 0, 0); break;
case 'hv': acc(p0, 0, 1); break;
case 'ht': acc(p0, 0, 2); break;
case 'hs': ax=p0; ac=3; break;
case 'hr': acc(p0, 0, 4); break;
case 'bv': vy = p0 * VRAT; break;
case 'b': _bc = p0 || 1; _ba = p1*0.017453292519943295; _bv = p2*VRAT; break;
case '@': Fiber(_actorManager[FIBER].alloc()).motion(actor, seq()); break;
case '&l': actor.life = p0; actor.bonus = p0*10; actor.range = (p1 == 0); break;
case '&p': actor.patNum = p0; break;
case '&c': childManager = _actorManager[BULLET+p0]; break;
case 'ko': actor.kill(); return _manager.free(this);
case '[': _loopStac.unshift({c:p0, p:rex.lastIndex}); break;
case ']':
if (--_loopStac[0].c == 0) _loopStac.shift();
else rex.lastIndex = _loopStac[0].p;
break;
case 'vd':
i = int(angle * 651.8986469044033) & 4095;
actor.vel(sin[i+1024]*p0*VRAT, sin[i]*p0*VRAT, _interval);
break;
case 'ad':
i = int(angle * 651.8986469044033) & 4095;
actor.acc(sin[i+1024]*p0*VRAT, sin[i]*p0*VRAT, 0);
break;
}
}
counter = 0;
return _manager.free(this);
}
return next;
function seq() : String {
if (res[5]) {
rex2.lastIndex = rex.lastIndex;
for (res=rex2.exec(script), i=1; res; res=rex2.exec(script)) {
i += (res[0]=='{');
if (res[0] == '}' && --i == 0) {
prevScript = script.substring(rex.lastIndex, rex2.lastIndex - 1);
break;
}
}
rex.lastIndex = rex2.lastIndex;
}
if (res[7]) prevScript = childScript[int(res[7])];
return prevScript;
}
}
public function get angle() : Number {
switch (ac) {
case 0: ay = ax * 0.017453292519943295 + 1.5707963267948965; break;
case 1: ay = ax * 0.017453292519943295 + Math.atan2(actor.vy, actor.vx); break;
case 2: ay = ax * 0.017453292519943295 + Math.atan2(_player.y-actor.y, _player.x-actor.x); break;
case 3: ay += ax * 0.017453292519943295; break;
case 4: ay = (Math.random()-0.5) * ax * 0.017453292519943295 + 1.5707963267948965; break;
}
return ay;
}
private function _fire(vel:Number, script:String) : void {
vx = (vel = vel || (vx+vy));
var i:int, iang:int, ang:Number=angle, div:Number = (_bc>1) ? 1/(_bc-1) : 1,
astep:Number = _ba*div, vstep:Number = _bv*div, fired:Actor;
for (i=0, ang-=_ba*0.5, vel-=_bv*0.5; i<_bc; i++, ang+=astep, vel+=vstep) {
iang = int(ang*651.8986469044033)&4095;
fired = childManager.alloc().init(actor.x, actor.y, sin[iang+1024]*vel, sin[iang]*vel);
if (script) Fiber(_actorManager[FIBER].alloc()).motion(fired, script);
}
}
}