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Dead Code Preservation :: Archived AS3 works from wonderfl.net

すね毛ボタン&美脚ボタン

すね毛ぼたん&美脚ボタン(Button Man & Button Woman)

動くボタンがいいなと思ったので、
とりあえず、すね毛の生えたボタンに走ってもらいました。
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by shohei909 30 Sep 2010
/**
 * Copyright shohei909 ( http://wonderfl.net/user/shohei909 )
 * MIT License ( http://www.opensource.org/licenses/mit-license.php )
 * Downloaded from: http://wonderfl.net/c/vjMd
 */

// forked from Event's Button
/*
九月のJAMの課題
「思わず押したくなるボタンをつくってください」に挑戦。




すね毛ぼたん&美脚ボタン(Button Man & Button Woman)

動くボタンがいいなと思ったので、
とりあえず、すね毛の生えたボタンに走ってもらいました。

*/



package {
    import flash.events.Event;
    import flash.display.*;
    import flash.net.navigateToURL;
    import flash.utils.escapeMultiByte;
    import flash.net.URLRequest;
    import caurina.transitions.Tweener;
    import net.hires.debug.Stats;
    import com.bit101.components.*;
    
    [SWF(width="465", height="465", backgroundColor="0x000000", frameRate="40")]
    public class Game extends Sprite {
        private var loaders:Vector.<Loader>;
        private var data:Data = new Data();
        private var room:Room;
        private var text:Label;
        private var count:int = 0;
        private var woman:int = 0;
        private var man:int = 0;
        
        
        public function Game() {
            //マップデータの作成
            //o:何もなし 
            var o:Array = [], 
            a:Array = [ ["plate"] ],
            b:Array = [ ["wall"] ], 
            m:Array = [ ["man"] ],
            w:Array = [ ["woman"] ];
            
            data.stageMap[0] = [
                [ 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 , 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 , o , o , o , o , o , o , o , o , o , o  ],
                [ o , o , o , o , o , o , o , o , b , a , a , a , b , 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 , 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 , 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 , 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 , 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 , o , o , o , o , o , o , o , o , o , o , o , o  ],
                [ b , a , a , a , a , a , a , a , a , a , a , a , a , a , b  ]
            ];
            
            
            
            
            
            loaders = data.load();
            var nowload:NowLoading = new NowLoading(stage,init);
            for each(var loader:Loader in loaders){
                nowload.addLoader(loader);
            }
        }
        private function init():void{
            Tweener.addTween(stage.getChildAt(1),{alpha:0,time:0,onComplete:function():void{stage.removeChildAt(1)} });
            
            text = new Label(this);
            text.scaleX = text.scaleY = 3; 
            text.y = 420; 
            textUpdate();
            
            room = new Room(data);
            room.scaleX = room.scaleY = 1;
            addChild( room );
            alpha=0; Tweener.addTween(this,{delay:0,alpha:1,time:0} );
            
            //ボタンを配置=======================================
             var button:GameObject = Data.setObject( room, 10, 0, "man", "", "ADD BUTTON");
            button.addEventListener( "push", addButton );
        
        }
        private function textUpdate():void{ text.text = "buttonMan:" + man + "   buttonWoman:"  + woman }
        
        private function addButton(e:Event):void{
            if(count++ % 2 == 0){
                var button:GameObject = Data.setObject( room, 1, 1, "man", "");
                button.addEventListener( "push", function btn1():void{man++;textUpdate();} );
            }else{
                button = Data.setObject( room, 1, 1, "woman", "");
                button.addEventListener( "push", function btn2():void{woman++;textUpdate();} );
            }
            if(count == 10){e.target.textField.text = "NO MORE BUTTON"; e.target.ability.usable = false}
        }
    }
}
import flash.utils.ByteArray;
import flash.system.LoaderContext;
import flash.geom.*;
import flash.display.*;
import flash.text.TextField;
import flash.events.*;
import flash.net.*;
import caurina.transitions.*;

//オブジェクト作成はデータのロード後に行う。
class Room extends Sprite {


    //イメージの場所を記録した配列
    private var imgArray:Array;
    public var mapWidth:int,mapHeight:int;

    public var objects:Vector.<GameObject> = new Vector.<GameObject>;
    public var focus:GameObject;
    public var hummer:Hummer;
    
    private var data:Data;
    private var stageNum:int = 0 //現在のステージ番号
    public var stop:int; //設定されている時間だけ一時停止
    public var count:int;
    
    private var bitmap:Bitmap;
    private var backmapData:BitmapData;
    
    public function Room(d:Data) {
        bitmap=new Bitmap( new BitmapData(1,1,true) );    
        addChild(bitmap);
        
        data = d;
        readData(data.stageMap[0]); 
        
        addEventListener("addedToStage",init);
    }

    private function init(e:Event):void{
        removeEventListener("addedToStage",init);
        
        hummer = new Hummer(data);
        addChild( hummer );
        
        addEventListener("enterFrame", onFrame );
        stage.addEventListener("mouseMove", mouseMove );
        stage.addEventListener("mouseDown", mouseDown );
        stage.addEventListener("mouseUp", mouseUp );
    }
    
    public function readData(arr:Array):void {
        objects = new Vector.<GameObject>;
        focus = null;
        mapWidth=arr[0].length+2;
        mapHeight=arr.length+2;
        bitmap.bitmapData = new BitmapData(mapWidth * Data.cellWidth, mapHeight * Data.cellHeight, true, 0x0);
        backmapData = new BitmapData(mapWidth * Data.cellWidth, mapHeight * Data.cellHeight, true, 0x0);
        
        for(var i:int=0;i<mapHeight;i++){  
            for(var j:int=0;j<mapWidth;j++){
                if( i<mapHeight-1 && i>0 && j<mapWidth-1 && j>0 ){
                    var obj:Array = arr[i-1][j-1];
                    for(var k:int=0;k<obj.length;k++){
                        var name:String = obj[k][0];
                        var param:String = obj[k][1];
                        if(param == null){ param = "" }
                         Data.setObject( this, j, i, name, param);
                    }
                }
            }
        }
    }
    
    public function check(x:int,y:int,type:String = ""):Vector.<GameObject>{
        var vec:Vector.<GameObject> = new Vector.<GameObject>()
        for each( var obj:GameObject in objects ){
            if(obj.mapX == x && obj.mapY == y && ( (obj.ability[type] != null && obj.ability[type] == true) || type == "" )){ vec.push(obj) }
        } 
        return vec;
    }
    
    private function onFrame(e:Event = null):void {
        if (stop > 0) {
            stop--;
        }else{    
            count++;
            hummer.frame();
            
            bitmap.bitmapData.lock();
            bitmap.bitmapData.fillRect(bitmap.bitmapData.rect,0x00000000);
            bitmap.bitmapData.draw(backmapData);
            
            for each( var o:GameObject in objects){
                if(o.tween.length > 0){ o.move() }
                if(o.tween.length == 0 && o.frame != null ){ o.frame(o) }
                if( o.anim != null ){ o.animation() }
                data.draw(bitmap.bitmapData, o.type, o.state, o.x, o.y, o.dir!=o.rev );
                if( o.textField != null){o.textField.x = o.x-o.textField.width/2+13;o.textField.y = o.y-22+((count>>4)% 2)}
                if( hummer.down == true && o.ability["hit"] != null ){
                    if( hummer.hitTestPoint( (o.x * scaleX) + x, (o.y * scaleY) + y - Data.cellHeight, false ) || hummer.hitTestPoint( (o.x * scaleX) + x + Data.cellWidth, (o.y * scaleY) + y - Data.cellHeight, false ) ){ 
                        o.hit(o) 
                    }
                }    
            }
            if(focus != null){
                x = -focus.x * scaleX + (-Data.cellWidth + stage.stageWidth)/2;
                y = -focus.y * scaleY + (-Data.cellHeight + stage.stageHeight)/2;
            }
            bitmap.bitmapData.unlock();
        }
    }
    
    
    private function mouseDown(e:Event):void{
        hummer.action = true;
        Tweener.addTween(hummer,{ y:hummer.y-60, rotation:320, time:0.5});
    }
    
    private function mouseUp(e:Event):void{
        hummer.down = true;
        Tweener.addTween(hummer,{ y:hummer.y+80, rotation:90, time:0.1, transition:"easeInQuad", onComplete:hummer.end});
    }
    
    private function mouseMove(e:Event):void{
        hummer.move(mouseX, mouseY);
    }

}

//マップに配置するオブジェクト
class GameObject extends EventDispatcher {
    public var objectName:String = "null"            //オブジェクト名
    public var depth:int = 0;                //深度
    public var anim:Object;                //アニメーションに関するデータ
    public var dir:Boolean = true;        //向き
    public var rev:Boolean = false;        //画像反転
    
    public var textField:TextField;

    //オブジェクトの性質を表す。
    public var ability:Object = {}; 
    
    public var frame:Function;    //毎フレーム呼び出される:void
    public var key:Function;    //キーボード操作で呼び出される(e:Event):void
    public var damage:Function;    //食べられたとき呼び出される。:void
    public var hit:Function;    //叩かれたとき呼び出される。:void
    public var open:Function;    //なかに入ろうとしたとき呼び出される。:Boolean
    public var kick:Function;    //蹴られたとき呼び出される。(dirX):Boolean
    public var react:Function;    //(戻り値:String)
    public var pick:Function;    //拾われたとき呼び出される:void
    public var param:String;    //マップ作成時に設定したパラメータ
    public var name:String;    //オブジェクトの名前
    public var room:Room;    //配置された部屋

    public var x:Number,y:Number;
    public var mapX:int,mapY:int;
    public var state:String;    //画像の状態
    public var type:String;        //使用する画像のタイプ
    public var count:int = 0;
    public var wait:int = 0;
    
    public var animState:String;//現在選択されているアニメーション
    
    //tween?
    public var tweenFrame:Vector.<int> = new Vector.<int>(); 
    public var tween:Vector.<Object> = new Vector.<Object>();                
    
    //アニメーション時に呼び出される
    public function animation():void{
        if(anim[animState]!=null){
            var data:Array = anim[animState];
            //配列から現在のカウントと一致するものを取り出す。
            data = data.filter(function(d:*, i:int, a:Array):Boolean{return d[0]==this.count},this);
            
            for each(var act:Array in data){
                switch(act[1]){
                    case "goto":
                        count = act[2];break;
                    case "action":
                        animState = act[2];
                        count = -1; break;
                    default:
                        state = act[1];
                        if( act[2] != null && act[2] == true){rev = true}
                        else{rev = false}
                }
            }
            count++;
        }
    }
    
    public function action(state:String,count:int=0):void{
        animState = state; this.count = count;
    }
    public function addTween( o:Object, frame:int = 1, delay:int = 0):void{
        tween.push(o); tweenFrame.push(frame);
    };
    public function removeTween():void{
        tween.splice(0,tween.length);
    };
    public function move():void{
        for(var str:String in tween[0]){
            this[str] = ( this[str]* (tweenFrame[0]-1) + tween[0][str] ) / tweenFrame[0];
        }
        tweenFrame[0]--;
        if( tweenFrame[0] == 0){ tween.shift(); tweenFrame.shift(); }
    }
}


//button man に関するデータ用クラス
class ButtonMan{
    static public const name:String = "ボタンマン";
    static public const info:String = "走るボタン";
     
    static public const anim:Object = {
        "down":[[0,"d0"],[52,"d1"],[58,"d2"],[64,"d3"],[67,"j"],[70,"action","walk2"]],
        "stop":[[0,"d0"]],
        "fall":[[0,"w0"],[1,"w1"],[2,"n"],[3,"w2"],[4,"w3"],[5,"w2"],[6,"n"],[7,"w1"]],
        "walk1":[[0,"w1"],[4,"w0"],[8,"w1"],[12,"n"]],
        "walk2":[[0,"w2"],[4,"w3"],[8,"w2"],[12,"n"]]
    }
    static public function frame(man:GameObject):void{
        if( man.room.check( man.mapX, man.mapY+1, "stand" ).length == 0 ){
            man.addTween( {y:man.y + Data.cellWidth }, 8 );
            man.action("fall"); 
            man.mapY ++;
        }else{
            if(man.ability.usable){
                if( man.wait < 0 ){
                    var dirX:int = man.dir ? -1:1;
                    if( man.room.check( man.mapX + dirX, man.mapY, "block" ).length == 0 &&  man.room.check( man.mapX + dirX, man.mapY+1, "stand" ).length > 0 ){
                        man.addTween( {x:man.x + Data.cellWidth * dirX}, 16 );
                        man.mapX += dirX ;
                    }else{
                        man.dir = (man.dir == false);
                        man.addTween( {}, 16 );
                    }
                    if( man.animState == "walk1" ){ man.action("walk2"); }
                    else{ man.action("walk1"); }
                    if( man.textField != null ){ man.textField.visible = true }
                }else{
                    if( man.textField != null ){ man.textField.visible = false }
                }
            }else{
                man.action("stop");
            }
        }
        man.wait--;
    }
    static public function hit(man:GameObject):void{
        if( man.wait < 0 && man.ability.usable){
            if( man.room.check( man.mapX, man.mapY+1, "stand" ).length == 0 ){
                var c:int = 0;
                while( man.room.check( man.mapX, man.mapY+1, "stand" ).length == 0 && man.room.mapHeight > man.mapY){
                    man.mapY++; c++;
                }
                man.removeTween();
                man.addTween( {y:man.mapY * Data.cellWidth }, c*2 );
            }
            
            man.action("down",-1);
            man.wait = 60;
            Sound.se(0);
            man.dispatchEvent( new Event("push") );
        }
    }
    
}


class Hummer extends Sprite{
    public var action:Boolean = false;
    public var down:Boolean = false;
    private var tx:int = 200,ty:int = 200, dir:Number = 0;
    function Hummer(data:Data){
        var b:BitmapData =  new BitmapData( Data.cellWidth, Data.cellHeight, true, 0 );
        data.draw(b,"hummer","hummer",0,0,true)
        var map:Bitmap = new Bitmap( b );
        map.x =  -Data.cellWidth/2;
        map.y =  -Data.cellHeight/2;
        addChild( map )
    }
    public function move(x:int,y:int):void{
        this.tx = x;
        this.ty = y; 
    }
    
    public function frame():void{
        if( action == false ){
            this.x = (tx + x*3)>>2;
            this.y = (ty + y*3)>>2;
        } 
    }
    public function end():void{
        action = false;
        down = false
        Sound.se(1);
    }
}


//ゲームデータ用クラス
class Data{
    static public const keyString:Object = {37:"←",38:"↑",39:"→",40:"↓",88:"x",90:"z"}
    static public const URL:Object = {
        "buttonMan":"http://assets.wonderfl.net/images/related_images/1/16/16e0/16e073987af19fb15e61fd1a7ae2cd94439b69fb",
        "buttonWoman":"http://assets.wonderfl.net/images/related_images/7/7b/7bb6/7bb66e3f61466228418b2c696bd8f27085cfc42a",
        "hummer":"http://assets.wonderfl.net/images/related_images/e/e7/e70e/e70ef560808a9b3096bc62c54604ab6b1d127b18",
        "object":"http://assets.wonderfl.net/images/related_images/1/1b/1b39/1b39ef89632ff13eb7bf50798762d61ac59ecf9e"
    }
    static public const URL_NAME:Array=["buttonMan","buttonWoman","hummer","object"];
    
    static public const IMG_NAME:Object = {
        "buttonMan":["w0","w1","w2","w3","d0" ,"d1","d2","d3","j","n"],
        "buttonWoman":["w0","w1","w2","w3","d0" ,"d1","d2","d3","j","n"],
        "hummer":["n","b","hummer"],
        "object":["plate","wall"]
    }
    static public const OBJECT:Object = {
        "man":[["depth",0],["type","buttonMan"],["hit",ButtonMan.hit],["frame",ButtonMan.frame],["anim",ButtonMan.anim],["animState","walk1"],["ability",{usable:true,block:true,hit:true}]],
        "woman":[["depth",0],["type","buttonWoman"],["hit",ButtonMan.hit],["frame",ButtonMan.frame],["anim",ButtonMan.anim],["animState","walk1"],["ability",{usable:true,block:true,hit:true}]],
        "wall":[["depth",5],["type","object"],["state","wall"],["ability",{block:true,stand:true}]],
        "plate":[["depth",5],["type","object"],["state","plate"],["ability",{stand:true}]],
        "trans":[["depth",5],["type","hummer"],["state","n"]]
    }
    
    //テキストフィールド
    static private const TF1:Array = [  ["autoSize","left"],["selectable",false],["alpha",1] ];
    static private const FR1:Array = [  ["align","center"],["font","_sans"],["bold",true],["size",20],["color",0xFF6666] ];
        
    public var stageMap:Array = [];   
    
    static public const cellWidth:int=27,cellHeight:int=27;
    //各オブジェクトに使うビットマップデータの設定
    public var MAP_SET:Object = {
        "buttonMan":"buttonMan",
        "buttonWoman":"buttonWoman",
        "hummer":"hummer",
        "object":"object"
    }
    
    //ビットマップを記録したオブジェクト。ロード後に使用可能
    public var imageMap:Object = {};
    public var imageCell:Object = {};
    public var imageRect:Object = {};
    
    private var loaders:Vector.<Loader> = new Vector.<Loader>();
    
    //画像をロード。ローダーの配列を作る。
    public function load():Vector.<Loader>{
        for each(var url:String in URL){
            var loader:Loader = new Loader(); 
            loaders.push(loader);
        }
        loaders[0].load(new URLRequest(URL[URL_NAME[0]]), new LoaderContext(true));
        loaders[0].contentLoaderInfo.addEventListener("complete",onLoad,false,1000);
        return loaders;
    }
    //bitmapdataに画像を描画する
    public function draw(target:BitmapData,type:String,name:String,x:int=0,y:int=0,dir:Boolean=true):void{
        var map:String = MAP_SET[type];
        var mtr:Matrix = new Matrix(-1,0,0,1,x+cellWidth,y)
        if (dir) { mtr.a = 1, mtr.tx = x }
        if(-1 < IMG_NAME[type].indexOf(name)){
            target.draw( imageCell[map][ IMG_NAME[type].indexOf(name) ],mtr)
        }
    }
    
    //指定した条件で部屋に物体を設置する。
    static public function setObject(room:Room, x:int,y:int,name:String,param:String,text:String=null):GameObject{
        if(name != null && OBJECT[name] != null){
            var arr:Array = clone( OBJECT[name] );         
            var gObj:GameObject = new GameObject();
            for each(var data:Array in arr){
                gObj[data[0]] = data[1];
            }
            gObj.room=room;
            gObj.param=param;
            gObj.objectName=name;
            gObj.mapX=x; gObj.x=x*cellWidth;
            gObj.mapY=y; gObj.y=y*cellHeight;
            if(text != null){
                gObj.textField = TFUtil.textField(TF1,FR1);
                gObj.textField.text = text;
                alpha1(gObj.textField);
                room.addChildAt(gObj.textField,0);
            }
            //深度が低い順に並べる
            for(var i:int=0;i<room.objects.length;i++){
                if( room.objects[i].depth < gObj.depth ){break;}
            }
            room.objects.splice(i,0, gObj);
        }
        return gObj;
    }
    //指定した条件で部屋に物体を移動する。
    static public function jumpObject(room:Room, x:int, y:int, gObj:GameObject):void {
        gObj.room=room;
        gObj.mapX=x; gObj.x=x*cellWidth;
        gObj.mapY=y; gObj.y=y*cellHeight;
        //深度が低い順に並べる
        for(var i:int=0;i<room.objects.length;i++){
            if( room.objects[i].depth < gObj.depth ){break;}
        }
        room.objects.splice(i,0, gObj );
    }
    
    
    
    static private var loadNum:int = 0;
    private function onLoad(e:Event):void{
        e.currentTarget.removeEventListener("complete",onLoad);
        var rect:Rectangle = e.currentTarget.content.getRect(e.currentTarget.content);
        imageMap[URL_NAME[loadNum]]=new BitmapData(rect.width,rect.height,true,0x000000);
        imageMap[URL_NAME[loadNum]].draw( e.currentTarget.content );
        imageMap[URL_NAME[loadNum]].lock();
        setImageRect(URL_NAME[loadNum]);
        loadNum++;
        if(URL_NAME.length>loadNum){
            loaders[loadNum].load(new URLRequest(URL[URL_NAME[loadNum]]), new LoaderContext(true));
            loaders[loadNum].contentLoaderInfo.addEventListener("complete",onLoad,false,1000);
        }
    }
    
    private function setImageRect(name:String):void{
        imageCell[name] = [];
        var map:BitmapData = imageMap[name];
        var lineColor:uint = map.getPixel32(map.width-1,map.height-1);
        var x:int = 0; var y:int=0; var height:int=0; var width:int=0; var count:int=0;
        while(true){
            width=0;height=0;
            if(lineColor != map.getPixel32(x,y) ){
                for(var i:int=1;i+x<map.width;i++){
                    if( lineColor == map.getPixel32(x+i,y) ){break;}
                }
                width=i;
                for(var j:int=1;j+y<map.width;j++){
                    if( lineColor == map.getPixel32(x,y+j) ){break;}
                }
                height=j;
                var rect:Rectangle = new Rectangle(x,y,width,height);
                var rect2:Rectangle = new Rectangle(0,0,width,height);
                
                var cell:BitmapData = new BitmapData(rect.width,rect.height,true,0x0)
                cell.setVector( rect2,map.getVector( rect ) );
                imageCell[name].push( cell );
            }
            x+=width+1;
            if(x>=map.width){ y+=height+1;x=0; }
            if(y>=map.height){ break; }
            count++;
        }
        
    }
}



//ロード画面
class NowLoading extends Sprite{
    static public const COMPLETE:String = "complete";
    public var loaders:Vector.<Object> = new Vector.<Object>;
    public var bytesTotal:uint=0,bytesLoaded:uint=0;
    private var _loaderNum:uint=0,_completedNum:uint=0,_openNum:uint=0; //ローダーの数
    private var text:Bitmap, sprite:ProgressSprite;
    private var onLoaded:Function;
    private var LETTER:Object = {
        "1":[[0,1,1],[0,0,1],[0,0,1],[0,0,1],[0,0,1]],"2":[[1,1,1],[0,0,1],[0,1,1],[1,0,0],[1,1,1]],"3":[[1,1,1],[0,0,1],[1,1,1],[0,0,1],[1,1,1]],"4":[[1,0,1],[1,0,1],[1,0,1],[1,1,1],[0,0,1]],"5":[[1,1,1],[1,0,0],[1,1,1],[0,0,1],[1,1,1]],
        "6":[[1,1,1],[1,0,0],[1,1,1],[1,0,1],[1,1,1]],"7":[[1,1,1],[0,0,1],[0,0,1],[0,0,1],[0,0,1]],"8":[[1,1,1],[1,0,1],[1,1,1],[1,0,1],[1,1,1]],"9":[[1,1,1],[1,0,1],[1,1,1],[0,0,1],[0,0,1]],"0":[[1,1,1],[1,0,1],[1,0,1],[1,0,1],[1,1,1]],
        ".":[[0],[0],[0],[0],[1]]," ":[[0],[0],[0],[0],[0]],"n":[[0,0,0],[0,0,0],[1,1,1],[1,0,1],[1,0,1]],"w":[[0,0,0,0,0],[0,0,0,0,0],[1,0,1,0,1],[1,0,1,0,1],[1,1,1,1,1]],"o":[[0,0,0],[0,0,0],[1,1,1],[1,0,1],[1,1,1]],
        "a":[[0,0,0],[0,0,1],[1,1,1],[1,0,1],[1,1,1]],"l":[[1],[1],[1],[1],[1]],"i":[[1],[0],[1],[1],[1]],"d":[[0,0,1],[0,0,1],[1,1,1],[1,0,1],[1,1,1]],"g":[[0,0,0],[0,0,0],[1,1,1],[1,0,1],[1,1,1],[0,0,1],[1,1,1]],
        "C":[[1,1,1],[1,0,0],[1,0,0],[1,0,0],[1,1,1]],"O":[[1,1,1],[1,0,1],[1,0,1],[1,0,1],[1,1,1]],"M":[[1,1,1,1,1],[1,0,1,0,1],[1,0,1,0,1],[1,0,1,0,1],[1,0,1,0,1]],"P":[[1,1,1],[1,0,1],[1,1,1],[1,0,0],[1,0,0]],
        "T":[[1,1,1],[0,1,0],[0,1,0],[0,1,0],[0,1,0]],"L":[[1,0,0],[1,0,0],[1,0,0],[1,0,0],[1,1,1]],"E":[[1,1,1],[1,0,0],[1,1,1],[1,0,0],[1,1,1]]
    }
    //ステージと関数を渡す
    public function NowLoading(stage:Stage, onLoaded:Function = null){
        if(onLoaded == null){ this.onLoaded=nullFunc }else{ this.onLoaded=onLoaded }
        sprite = new ProgressSprite(stage.stageWidth,stage.stageHeight);
        text = new Bitmap( new BitmapData(30*4,8,true,0x00000000 ) ); 
        stage.addChild(this); addChild(sprite); addChild(text);
        with(text){scaleX=scaleY=1; blendMode="invert"; x=stage.stageWidth-text.width; y=stage.stageHeight-text.height;}
    }
    //ローダーの追加
    public function addLoader(loader:Loader):Loader{ setListener(loader.contentLoaderInfo);_loaderNum++;return loader;}
    public function addURLLoader(loader:URLLoader):URLLoader{setListener(loader); _loaderNum++; return loader;}
    
    
    private function nullFunc():void{}
    private function setListener(loader:*):void{
        loader.addEventListener("open", onOpen);
        loader.addEventListener("complete", onComplete);
        loader.addEventListener("progress", update);
    }
    private function update(e:Event=null):void{
        bytesLoaded=0; bytesTotal=0;
        for each(var loadObj:Object in loaders){
            bytesLoaded += loadObj.bytesLoaded;
            bytesTotal += loadObj.bytesTotal;
        };
        sprite.progress(bytesLoaded/bytesTotal * _openNum/_loaderNum);
        if(bytesTotal!=0){ setText( "now loading... "+(bytesLoaded/bytesTotal* _openNum/_loaderNum*100).toFixed(1) ); }
    }
    private function onOpen(e:Event):void{ _openNum++;loaders.push(e.currentTarget); bytesTotal+=e.currentTarget.bytesTotal; }
    private function onComplete(e:Event):void{ _completedNum++;if(_loaderNum == _completedNum){ setText( "COMPLETE" );onLoaded(); } }
    private function setText(str:String):void{
        var b:BitmapData = text.bitmapData; var l:int = str.length; var position:int = b.width;
        b.lock();b.fillRect(b.rect,0x000000);
        for(var i:int=0;i<l;i++){
            var letterData:Array = LETTER[str.substr(l-i-1,1)];position-=letterData[0].length+1;
            for(var n:int=0;n<letterData.length;n++){ for(var m:int=0;m<letterData[n].length;m++){ 
                if(letterData[n][m]==1){b.setPixel32(m+position,n+1,0xFF000000);} 
            } }
        }
        b.unlock();
    }
}
//このスプライトを編集することでロード画面を変えることができる。
class ProgressSprite extends Sprite{
    private var mapData:BitmapData,sphereData:BitmapData,noizeData:BitmapData;
    private var bfRate:Number=0; //前の段階での進行度
    private var drawRate:Number=0;
    private var maxLevel:int = 5; 
    private var meter:Array = new Array();
    
    //コンストラクタ
    public function ProgressSprite(width:int,height:int):void{
        mapData = new BitmapData(width,height,true,0x00000000); 
        addChild(new Bitmap(mapData)).blendMode="invert";
        for(var i:int=0;i<maxLevel;i++){
            meter[i]=0;
        }
        addEventListener("enterFrame",onFrame);
    }
    
    //ロードが進行したときに呼び出される。 rateはロードの進行度で0-1
    public function progress(rate:Number):void{
        bfRate = rate;
    }
    
    private function draw(rate:Number, level:int=0):void{
        var thick:int = mapData.height*(0.61803)/1.61803;
        var floor:int = 0;
        for(var i:int=1;i<level+1;i++){
            thick*=(0.61803)/1.61803;
            floor+=thick;
        }
        mapData.fillRect( new Rectangle(0,mapData.height-floor,mapData.width*rate,thick), 0x1000000*int(0xFF*(maxLevel-level+1)/(maxLevel)));
    }
    
    private function onFrame(e:Event):void{
        for(var i:int=0;i<maxLevel;i++){
            var n:int = Math.pow(2,i+2);
            meter[i]=(bfRate+ meter[i]*(n-1))/n;
            draw(meter[i],i);
        }
    }  
}

import flash.text.TextFormat;
class TFUtil{
    //行列に従ってパラメータを設定したTextFieldを返します。
    static public function textField(arr:Array,format:Array=null):TextField{
        var tf:TextField = new TextField();
        if(format!=null){tf.defaultTextFormat = TFUtil.format(format);}
        for(var i:int=0;i<arr.length;i++){tf[arr[i][0]]=arr[i][1];}
        return tf;
    }
    //行列に従ってパラメータを設定したTextFormatを返します。
    static public function format(arr:Array):TextFormat{
        var f:TextFormat = new TextFormat(); 
        for(var i:int=0;i<arr.length;i++){f[arr[i][0]]=arr[i][1];}
        return f;
    }
    //行列に従ってパラメータをobjに設定します。
    static public function push(obj:Object,arr:Array):void{
        for(var i:int=0;i<arr.length;i++){obj[arr[i][0]]=arr[i][1];}
    }
}

//SiON
import org.si.sion.*;
import org.si.sound.*;
class MyDriver extends SiONDriver {
    //public var dm:DrumMachine = new DrumMachine(0, 0, 0, 1, 1, 1);
    public var fill:SiONData;
    function MyDriver():void{
        super(); 
        volume = 2.0
        //dm.volume = 0.1
        setVoice(0, new SiONVoice(5,2,63,63,-10,0,2,20));
        fill = compile("#A=c&ccrccrc&cccrc&c&c&c;#B=<c&c>bragrf&fedrc&c&c&c;#C=<c&c>bragra&ab<crc&c&c&c>;%1@8,l16B;#D=rrrrrrrrrrrrcerg;#E=<c>bagfedcfedrc&c&c&c;#F=cdefgab<c>fgar<c&c&c&c>;");
        setSamplerData(0, render("%3@4 v16 l24 c<<c"));
        setSamplerData(1, render("%2@3 v8 q1l60 c"));
        setSamplerData(2, render("%3@8 l12 <<<<<a0b0c0b0e0d0g"));
        setSamplerData(3, render("%3@4 l60 <<<<<c>c"));
        setSamplerData(4, render("%2@60 v2 l48 c<c"));
        setSamplerData(5, render("%3@0q0,c"));
        setSamplerData(6, render("%2@4, l24q0 <<c<<c>>c<<c>>"));
        play() ;
    }
}
class Sound{
    static public var driver:MyDriver = new MyDriver();
    static public function se(i:int,delay:int=0):void{
        driver.playSound(i,0,delay);
    }
    static public function music(i:int=1):void{
        switch(i) {
        }
    }
}

//配列の複製を返す
import flash.utils.getQualifiedClassName;
function clone(arg:*):*{
    var cl:*;
    var name:String = getQualifiedClassName(arg);
    if( name == "Object" || name == "Array" || name == "Vector" ){
        if( name == "Object" ){ cl = {}; }
        else if( name == "Array" ){ cl = []; }
        else if( name == "Vector" ){ cl = Vector([]); }
        for( var s:String in arg ){
            cl[s] = clone( arg[s] );
        }
        return cl;
    }else if( arg is Object && arg.hasOwnProperty("clone") && arg.clone is Function ){
        return arg.clone();
    }
    return arg;
}


//点滅用
function alpha1(d:DisplayObject):void{
    Tweener.addTween(d,{ alpha:0.6, time:0.3, transition:"easeInOutQuad", onCompleteParams:[d], onComplete:alpha2});
}
function alpha2(d:DisplayObject):void{
    Tweener.addTween(d,{ alpha:0.8, time:0.3, transition:"easeInOutQuad", onCompleteParams:[d], onComplete:alpha1});
}