forked from: AAShip
AAShip.as
Ascii art ship.
[Control]
Movement: Arrow or [WASD] keys.
Fire: [Z], [X], [.] or [/] key.
// forked from ABA's AAShip
// AAShip.as
// Ascii art ship.
// [Control]
// Movement: Arrow or [WASD] keys.
// Fire: [Z], [X], [.] or [/] key.
package
{
import flash.display.Sprite;
import flash.display.BitmapData;
import flash.display.Bitmap;
import flash.geom.Rectangle;
import flash.text.TextField;
import flash.events.Event;
import flash.events.KeyboardEvent;
[SWF(width="465", height="465", backgroundColor="0x000000", frameRate="30")]
public class AAShip extends Sprite
{
public static const SCREEN_WIDTH:int = 465;
public static const SCREEN_HEIGHT:int = 465;
private const BLUR_MAX_COUNT:int = 256;
private const BLUR_HISTORY_COUNT:int = 6;
private const SHIP_SPEED:Number = 7;
private const SHOT_MAX_COUNT:int = 32;
private const SHOT_SPEED:int = 18;
private var buffer:BitmapData = new BitmapData(SCREEN_WIDTH, SCREEN_HEIGHT, false, 0);
private var rect:Rectangle = new Rectangle;
private var blurs:Vector.<Vector.<Blur>> = new Vector.<Vector.<Blur>>(BLUR_HISTORY_COUNT, true);
private var blurCounts:Vector.<int> = new Vector.<int>(BLUR_HISTORY_COUNT, true);
private var blurIndex:int;
private var shipChar:AAChar;
private var shipSprite:Sprite = new Sprite;
private var shipPos:Vector2 = new Vector2;
private var shipAngle:Number;
private var fireCount:int;
private var shotChar:AAChar;
private var shots:Vector.<Shot> = new Vector.<Shot>(SHOT_MAX_COUNT, true);
private var offset:Vector2 = new Vector2;
public function AAShip()
{
stage.scaleMode = "noScale";
addChild(new Bitmap(buffer));
stage.addEventListener(KeyboardEvent.KEY_DOWN, Key.onKeyDown);
stage.addEventListener(KeyboardEvent.KEY_UP, Key.onKeyUp);
AAChar.initialize();
var i:int;
for (i = 0; i < BLUR_HISTORY_COUNT; i++)
{
var bs:Vector.<Blur> = new Vector.<Blur>(BLUR_MAX_COUNT, true);
for (var j:int = 0; j < BLUR_MAX_COUNT; j++)
{
bs[j] = new Blur;
}
blurs[i] = bs;
blurCounts[i] = 0;
}
blurIndex = 0;
shipChar = new AAChar([" A ", "BRETT"], [" R ", "CBC"]);
shipChar.drawToSprite(shipSprite);
addChild(shipSprite);
shipPos.x = 0;
shipPos.y = SCREEN_HEIGHT / 4;
shipAngle = 0.0;
fireCount = 0;
shotChar = new AAChar(["!"], ["Y"]);
for (i = 0; i < SHOT_MAX_COUNT; i++)
{
shots[i] = new Shot;
shotChar.drawToSprite(shots[i].sprite);
}
addEventListener(Event.ENTER_FRAME, onEnterFrame);
}
private function onEnterFrame(event:Event):void
{
buffer.fillRect(buffer.rect, 0);
var i:int;
blurCounts[blurIndex] = 0;
var px:Number = shipPos.x;
if (Key.left) shipPos.x -= SHIP_SPEED;
if (Key.right) shipPos.x += SHIP_SPEED;
if (Key.up) shipPos.y -= SHIP_SPEED;
if (Key.down) shipPos.y += SHIP_SPEED;
if (shipPos.x < -SCREEN_WIDTH / 2) shipPos.x = -SCREEN_WIDTH / 2;
if (shipPos.x > SCREEN_WIDTH / 2) shipPos.x = SCREEN_WIDTH / 2;
if (shipPos.y < -SCREEN_HEIGHT / 2) shipPos.y = -SCREEN_HEIGHT / 2;
if (shipPos.y > SCREEN_HEIGHT / 2) shipPos.y = SCREEN_HEIGHT / 2;
shipAngle += (shipPos.x - px) * 0.02;
shipAngle *= 0.8;
shipChar.setSpriteMatrix(shipSprite, shipPos, shipAngle);
addBlursOfAAChar(shipChar, shipPos, shipAngle);
var s:Shot;
if (fireCount <= 0 && Key.button1)
{
fireCount = 2;
offset.x = 15;
offset.y = 0;
offset.rotation(shipAngle);
for (i = 0; i < 2; i++)
{
s = getActorInstance(Vector.<Actor>(shots));
s.pos.x = shipPos.x + offset.x * (i * 2 - 1);
s.pos.y = shipPos.y + offset.y * (i * 2 - 1);
s.angle = shipAngle;
addChild(s.sprite);
}
}
fireCount--;
for each (s in shots)
{
if (!s.exists) continue;
s.pos.x += Math.sin(s.angle) * SHOT_SPEED;
s.pos.y -= Math.cos(s.angle) * SHOT_SPEED;
if (s.pos.y < -SCREEN_HEIGHT / 2)
{
s.exists = false;
removeChild(s.sprite);
continue;
}
shotChar.setSpriteMatrix(s.sprite, s.pos, s.angle);
addBlursOfAAChar(shotChar, s.pos, s.angle);
}
buffer.lock();
var bi:int = blurIndex + 1;
for (i = 0; i < BLUR_HISTORY_COUNT; i++)
{
if (bi >= BLUR_HISTORY_COUNT) bi = 0;
for (var j:int = 0; j < blurCounts[bi]; j++)
{
updateBlur(blurs[bi][j]);
}
bi++;
}
buffer.unlock();
blurIndex++;
if (blurIndex >= BLUR_HISTORY_COUNT) blurIndex = 0;
}
private function addBlursOfAAChar(ac:AAChar, p:Vector2, angle:Number):void
{
var x:int = p.x + SCREEN_WIDTH / 2;
var y:int = p.y + SCREEN_HEIGHT / 2;
for each (var b:Blur in ac.blurs)
{
offset.x = b.pos.x; offset.y = b.pos.y;
offset.rotation(angle);
var bl:Blur = blurs[blurIndex][blurCounts[blurIndex]];
bl.pos.x = x + offset.x;
bl.pos.y = y + offset.y;
bl.width = b.width;
bl.height = b.height;
bl.r = b.r; bl.g = b.g; bl.b = b.b;
blurCounts[blurIndex]++;
}
}
private function updateBlur(b:Blur):void
{
rect.x = b.pos.x - b.width / 2;
rect.y = b.pos.y - b.height / 2;
rect.width = b.width;
rect.height = b.height;
buffer.fillRect(rect, b.r * 0x10000 + b.g * 0x100 + b.b);
b.width *= 1.2; b.height *= 1.2;
var a:int = (b.r + b.g + b.b) / 3;
b.r += (a - b.r) * 0.25;
b.g += (a - b.g) * 0.25;
b.b += (a - b.b) * 0.25;
b.r *= 0.65; b.g *= 0.65; b.b *= 0.65;
}
private function getActorInstance(actors:Vector.<Actor>):*
{
var al:int = actors.length
for (var i:int = 0; i < al; i++)
{
if (!actors[i].exists)
{
actors[i].exists = true;
return actors[i];
}
}
return null;
}
}
}
import flash.display.BitmapData;
import flash.display.Bitmap;
import flash.display.Sprite;
import flash.geom.Matrix;
import flash.text.TextField;
import flash.text.TextFormat;
import flash.events.KeyboardEvent;
class Actor
{
public var exists:Boolean = false;
}
class Shot extends Actor
{
public var pos:Vector2 = new Vector2;
public var angle:Number;
public var sprite:Sprite = new Sprite;
}
class Blur
{
public var pos:Vector2 = new Vector2;
public var width:Number, height:Number;
public var r:int, g:int, b:int;
}
class AAChar
{
private static const COLOR_PATTERNS:Array =
[["R", 250, 100, 100], ["G", 100, 250, 100], ["B", 100, 100, 250],
["Y", 250, 250, 100], ["P", 250, 100, 250], ["C", 100, 250, 250],
["W", 250, 250, 250]];
private const CHAR_SIZE:int = 24;
private const CHAR_OFFSET_X:int = 14;
private const CHAR_OFFSET_Y:int = 17;
private const CHAR_HEIGHT:int = 24;
private static var colorCount:int;
private static var textFormats:Vector.<TextFormat> = new Vector.<TextFormat>;
public var textFields:Vector.<TextField> = new Vector.<TextField>;
public var blurs:Vector.<Blur> = new Vector.<Blur>;
public var width:int, height:int;
public static function initialize():void
{
colorCount = 0;
for each (var cp:Array in COLOR_PATTERNS)
{
var tf:TextFormat = new TextFormat;
tf.font = "_typewriter";
tf.bold = true;
tf.size = 24;
tf.leading = -10;
tf.color = (int)(cp[1] * 0.75) * 0x10000 + (int)(cp[2] * 0.75) * 0x100 + (int)(cp[3] * 0.75);
textFormats.push(tf);
colorCount++;
}
}
public function AAChar(chars:Array, colors:Array)
{
var i:int;
var tfts:Vector.<String> = new Vector.<String>(colorCount, true);
var tffs:Vector.<Boolean> = new Vector.<Boolean>(colorCount, true);
for (i = 0; i < colorCount; i++)
{
tfts[i] = "";
tffs[i] = false;
}
var cx:int, cy:int = 0;
var bd:BitmapData;
var tf:TextField;
var b:Blur;
for (i = 0; i < chars.length; i++)
{
var str:String = chars[i];
var colorStr:String = colors[i];
cx = 0;
var j:int;
for (j = 0; j < str.length; j++)
{
var c:String = str.charAt(j);
var color:String = colorStr.charAt(j);
var ci:int;
for (var k:int = 0; k < colorCount; k++)
{
if (color == COLOR_PATTERNS[k][0])
{
tfts[k] += c;
tffs[k] = true;
ci = k;
}
else
{
tfts[k] += " ";
}
}
bd = new BitmapData(CHAR_SIZE, CHAR_SIZE, false, 0);
tf = new TextField;
tf.defaultTextFormat = textFormats[ci];
tf.text = c;
bd.draw(tf);
var minX:int = CHAR_SIZE, maxX:int = -1;
var minY:int = CHAR_SIZE, maxY:int = -1;
for (var x:int = 0; x < CHAR_SIZE; x++)
{
for (var y:int = 0; y < CHAR_SIZE; y++)
{
if (bd.getPixel(x, y) > 0)
{
if (minX > x) minX = x;
if (maxX < x) maxX = x;
if (minY > y) minY = y;
if (maxY < y) maxY = y;
}
}
}
if (maxX >= 0)
{
b = new Blur;
b.width = maxX - minX + 1;
b.height = maxY - minY + 1;
b.pos.x = minX + cx * CHAR_OFFSET_X + b.width / 2;
b.pos.y = minY + cy * CHAR_OFFSET_Y + b.height / 2;
b.r = COLOR_PATTERNS[ci][1] + (255 - COLOR_PATTERNS[ci][1]) * 0.5;
b.g = COLOR_PATTERNS[ci][2] + (255 - COLOR_PATTERNS[ci][2]) * 0.5;
b.b = COLOR_PATTERNS[ci][3] + (255 - COLOR_PATTERNS[ci][3]) * 0.5;
blurs.push(b);
}
cx++;
}
for (j = 0; j < colorCount; j++)
{
tfts[j] += "\n";
}
cy++;
}
width = cx * CHAR_OFFSET_X;
height = cy * CHAR_HEIGHT;
for (i = 0; i < colorCount; i++)
{
if (!tffs[i]) continue;
tf = new TextField;
tf.defaultTextFormat = textFormats[i];
tf.multiline = true;
tf.text = tfts[i];
textFields.push(tf);
}
for each (b in blurs)
{
b.pos.x -= width / 2;
b.pos.y -= height / 2;
}
}
public function drawToSprite(s:Sprite):void
{
var bd:BitmapData = new BitmapData(width, height, true, 0);
for each (var tf:TextField in textFields)
{
bd.draw(tf);
}
s.addChild(new Bitmap(bd));
}
public function setSpriteMatrix(s:Sprite, p:Vector2, angle:Number):void
{
var m:Matrix = new Matrix;
m.translate(-width / 2, -height / 2);
m.rotate(angle);
m.translate(p.x + AAShip.SCREEN_WIDTH / 2, p.y + AAShip.SCREEN_HEIGHT / 2);
s.transform.matrix = m;
}
}
// Utility classes.
class Vector2
{
public var x:Number;
public var y:Number;
public function add(v:Vector2):void
{
x += v.x;
y += v.y;
}
public function sub(v:Vector2):void
{
x -= v.x;
y -= v.y;
}
public function mul(v:Number):void
{
x *= v;
y *= v;
}
public function div(v:Number):void
{
x /= v;
y /= v;
}
public function normalize():void
{
div(length);
}
public function get length():Number
{
return Math.sqrt(x * x + y * y);
}
public function rotation(v:Number):void
{
var sv:Number = Math.sin(v);
var cv:Number = Math.cos(v);
var rx:Number = cv * x - sv * y;
y = sv * x + cv * y;
x = rx;
}
}
class Key
{
public static var left:Boolean, up:Boolean, right:Boolean, down:Boolean;
public static var button1:Boolean;
public static function onKeyUp(event:KeyboardEvent):void
{
switch (event.keyCode)
{
case 0x25:
case 0x41:
{
left = false;
break;
}
case 0x26:
case 0x57:
{
up = false;
break;
}
case 0x27:
case 0x44:
{
right = false;
break;
}
case 0x28:
case 0x53:
{
down = false;
break;
}
case 0x5a:
case 0xbf:
case 0x58:
case 0xbe:
{
button1 = false;
break;
}
}
}
public static function onKeyDown(event:KeyboardEvent):void
{
switch (event.keyCode)
{
case 0x25:
case 0x41:
{
left = true;
break;
}
case 0x26:
case 0x57:
{
up = true;
break;
}
case 0x27:
case 0x44:
{
right = true;
break;
}
case 0x28:
case 0x53:
{
down = true;
break;
}
case 0x5a:
case 0xbf:
case 0x58:
case 0xbe:
{
button1 = true;
break;
}
}
}
}