forked from: ワンダフルワールド
-----------------------------------------------------------------------------------------
*
* ワンダフルクエストと某有名作品にインスパイアされたアクション風・散歩ゲーです。
*
* -----------------------------------------------------------------------------------------
*
* [操作方法]
* ←, → : 移動
* Z : ジャンプ
*
* -----------------------------------------------------------------------------------------
*
* [簡単ないじりどころ]
* Mapクラス : dataをいじってマップを変更できます。
* MapChipクラス : "画像を描画する"メソッドをいじって画像を変えたり、
* コンストラクタをいじったりして新しいマップチップを追加できます。
* Plumberクラス : 配管工(プレイヤー)の画像を変えたりできます。
* Inputクラス : 反応するキーボードのキーを追加・変更したりできます。
*
* -----------------------------------------------------------------------------------------
*
* 画像が変えられますというより、この貧相なグラフィックを是非あなたの手で変えてください!が本音です。
*
/**
* Copyright pon_zu ( http://wonderfl.net/user/pon_zu )
* MIT License ( http://www.opensource.org/licenses/mit-license.php )
* Downloaded from: http://wonderfl.net/c/zIhb
*/
// forked from o8que's ワンダフルワールド
// forked from nengafl's nengafl
/* -----------------------------------------------------------------------------------------
*
* ワンダフルクエストと某有名作品にインスパイアされたアクション風・散歩ゲーです。
*
* -----------------------------------------------------------------------------------------
*
* [操作方法]
* ←, → : 移動
* Z : ジャンプ
*
* -----------------------------------------------------------------------------------------
*
* [簡単ないじりどころ]
* Mapクラス : dataをいじってマップを変更できます。
* MapChipクラス : "画像を描画する"メソッドをいじって画像を変えたり、
* コンストラクタをいじったりして新しいマップチップを追加できます。
* Plumberクラス : 配管工(プレイヤー)の画像を変えたりできます。
* Inputクラス : 反応するキーボードのキーを追加・変更したりできます。
*
* -----------------------------------------------------------------------------------------
*
* 画像が変えられますというより、この貧相なグラフィックを是非あなたの手で変えてください!が本音です。
*
*/
package {
import flash.display.Bitmap;
import flash.display.BitmapData;
import flash.display.Sprite;
import flash.events.Event;
import flash.geom.Point;
import flash.geom.Rectangle;
[SWF(width="465", height="465", frameRate="60", backgroundColor="0xffffff")]
public class WonderflWorld extends Sprite {
public static const STAGE_SIZE:int = 465; // ステージの大きさ
public static const STAGE_CENTER:int = 232; // ステージの中心(STAGE_SIZE / 2)
public static const GRID_SIZE:int = 32; // グリッドの大きさ
public static const GRID_COLS:int = 90; // グリッドの横の数
public static const GRID_ROWS:int = 15; // グリッドの縦の数
public static const PLUMBER_DEFX:int = 16; // 配管工の初期のX座標の位置
public static const PLUMBER_DEFY:int = 402; // 配管工の初期のY座標の位置
public static const GRAVITY:Number = 0.3125; // 重力
/* 以下の2つの値は2880(BitmapDataオブジェクトの最大サイズ)を超えないようにする */
public static const MAP_WIDTH:int = 2880; // マップ全体の幅(GRID_SIZE * GRID_COLS)
public static const MAP_HEIGHT:int = 480; // マップ全体の高さ(GRID_SIZE * GRID_ROWS)
private var _map:Map;
private var _plumber:Plumber;
public function WonderflWorld() {
_map = new Map();
_plumber = new Plumber();
addChild(_map);
addChild(_plumber);
y = WonderflWorld.STAGE_SIZE - WonderflWorld.MAP_HEIGHT;
Input.enable(this.stage); // 入力を有効にする
addEventListener(Event.ENTER_FRAME, onEnterFrame);
}
// メインループ
private function onEnterFrame(e:Event):void {
_plumber.update(_map);
_map.update(_plumber.posx);
}
}
}
import flash.display.Bitmap;
import flash.display.BitmapData;
import flash.geom.Rectangle;
import flash.geom.Point;
class Map extends Bitmap {
public static const data:Array = [
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,4,4,4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,2],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,2,2],
[0,0,0,0,0,0,0,4,4,4,4,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,0,0,1,1,4,0,0,0,0,0,0,0,4,0,0,0,0,0,0,1,1,0,0,1,4,4,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,2,2,2],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,2,2,2,2],
[0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,2,2,2,2,2],
[0,0,0,0,4,4,1,4,1,4,1,0,0,0,0,0,3,0,0,0,0,0,0,1,4,1,0,0,0,0,0,0,0,1,0,1,1,0,0,4,0,4,0,4,0,0,1,0,0,0,0,0,0,1,1,0,0,0,2,0,0,2,0,0,0,0,0,2,0,0,2,0,0,0,0,0,1,4,1,0,0,0,0,0,2,2,2,2,2,2,2],
[0,0,0,0,0,0,0,0,0,0,0,0,0,3,0,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,2,0,0,2,2,0,0,0,2,2,0,0,2,2,0,0,0,0,0,0,0,0,0,0,0,2,2,2,2,2,2,2,2],
[0,0,0,0,0,0,0,0,0,0,0,0,0,3,0,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,2,2,0,0,2,2,2,0,2,2,2,0,0,2,2,2,0,3,0,0,0,0,0,3,0,2,2,2,2,2,2,2,2,2],
[1,1,1,1,1,1,1,1,1,1,0,0,1,1,1,1,1,1,0,0,1,1,1,1,1,1,1,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1],
[1,1,1,1,1,1,1,1,1,1,0,0,1,1,1,1,1,1,0,0,1,1,1,1,1,1,1,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1]
];
private var _model:Array; // マップのモデル
private var _outScreen:BitmapData; // マップ全体の画像
private var _gameScreen:BitmapData; // 画面に表示する部分の画像
public function get model():Array { return _model; }
public function Map() {
initializeModel();
initializeScreen();
}
// XY座標値に対応するマップモデルのグリッドの位置を求めて返す
public function getGridFromPosition(posx:int, posy:int):Point {
// 座標値をマップのモデルの範囲内に収まるようにする
if (posx < -(WonderflWorld.GRID_SIZE)) {
posx = -(WonderflWorld.GRID_SIZE);
}else if (posx > WonderflWorld.MAP_WIDTH + WonderflWorld.GRID_SIZE) {
posx = WonderflWorld.MAP_WIDTH + WonderflWorld.GRID_SIZE;
}
if (posy < -(WonderflWorld.GRID_SIZE * 2)) {
posy = -(WonderflWorld.GRID_SIZE * 2);
}else if (posy > WonderflWorld.MAP_HEIGHT + (WonderflWorld.GRID_SIZE * 2)) {
posy = WonderflWorld.MAP_HEIGHT + (WonderflWorld.GRID_SIZE * 2);
}
var col:int = Math.floor((posx + WonderflWorld.GRID_SIZE) / WonderflWorld.GRID_SIZE);
var row:int = Math.floor((posy + (WonderflWorld.GRID_SIZE * 2)) / WonderflWorld.GRID_SIZE);
return new Point(col, row);
}
// 更新処理
public function update(plumberXPos:int):void {
var screenPos:int = plumberXPos - WonderflWorld.STAGE_CENTER;
if (screenPos < 0) {
screenPos = 0;
}else if (screenPos > WonderflWorld.MAP_WIDTH - WonderflWorld.STAGE_SIZE) {
screenPos = WonderflWorld.MAP_WIDTH - WonderflWorld.STAGE_SIZE;
}
var sourceRect:Rectangle = new Rectangle(screenPos, 0, WonderflWorld.STAGE_SIZE, WonderflWorld.MAP_HEIGHT);
_gameScreen.copyPixels(_outScreen, sourceRect, new Point(0, 0));
}
// マップのモデルを作成する
private function initializeModel():void {
_model = new Array();
for (var row:int = 0; row < WonderflWorld.GRID_ROWS + 4; row++) {
_model[row] = new Array();
for (var col:int = 0; col < WonderflWorld.GRID_COLS + 2; col++) {
// 画面外の最外周を通行不可能な壁で囲み、配管工が変な場所に行かないようにする
if ((row == 0) || (row == WonderflWorld.GRID_ROWS + 3) || (col == 0) || (col == WonderflWorld.GRID_COLS + 1)) {
_model[row][col] = new MapChip(MapChip.BRICK);
// 画面外の上下に、ジャンプ・落下を不自然に見せない為のマージンを設ける
}else if ((row == 1) || (row == WonderflWorld.GRID_ROWS + 2)) {
_model[row][col] = new MapChip(MapChip.NULL);
// マップデータに応じたマップチップを作成する
}else{
_model[row][col] = new MapChip(Map.data[row - 2][col - 1]);
}
}
}
}
// マップの画像を作成する
private function initializeScreen():void {
_outScreen = new BitmapData(WonderflWorld.MAP_WIDTH, WonderflWorld.MAP_HEIGHT, false, 0x9999ff);
_gameScreen = new BitmapData(WonderflWorld.STAGE_SIZE, WonderflWorld.MAP_HEIGHT, false, 0xffffff);
this.bitmapData = _gameScreen;
// BitmapData.coypPixels()に使う
var sourceRect:Rectangle = new Rectangle(0, 0, WonderflWorld.GRID_SIZE, WonderflWorld.GRID_SIZE);
var destPoint:Point = new Point(0, 0);
for (var row:int = 0; row < WonderflWorld.GRID_ROWS; row++) {
for (var col:int = 0; col < WonderflWorld.GRID_COLS; col++) {
var tile:MapChip = _model[row + 2][col + 1];
if(tile.type != MapChip.NULL){
var sourceBitmapData:BitmapData = tile.image;
destPoint.x = col * WonderflWorld.GRID_SIZE;
destPoint.y = row * WonderflWorld.GRID_SIZE;
_outScreen.copyPixels(sourceBitmapData, sourceRect, destPoint);
}
}
}
}
}
import flash.display.BitmapData;
import flash.display.Shape;
import flash.display.Sprite;
import flash.filters.BevelFilter;
import flash.filters.DropShadowFilter;
import flash.text.TextField;
import flash.text.TextFieldAutoSize;
import flash.text.TextFormat;
class MapChip {
public static const NULL:int = 0; // 何も無し
public static const BRICK:int = 1; // レンガブロック
public static const STAIR:int = 2; // 階段ブロック
public static const PIPE:int = 3; // 土管
public static const QUESTION:int = 4; // ?ブロック
private static var _images:Object = new Object(); // 画像を登録しておくための連想配列
private var _type:int; // マップチップの種類を保持する
private var _isSolid:Boolean; // 固いかどうか(通行不可能なのかどうか)
public function get image():BitmapData { return MapChip._images[_type]; }
public function get type():int { return _type; }
public function isSolid():Boolean { return _isSolid; }
// コンストラクタ
public function MapChip(type:int) {
_type = type;
var drawFunction:Function; // どの画像を描画する関数を呼び出すかを保持する
switch(_type) {
case MapChip.NULL:
_isSolid = false;
drawFunction = drawNull;
break;
case MapChip.BRICK:
_isSolid = true;
drawFunction = drawBrick;
break;
case MapChip.STAIR:
_isSolid = true;
drawFunction = drawStair;
break;
case MapChip.PIPE:
_isSolid = true;
drawFunction = drawPipe;
break;
case MapChip.QUESTION:
_isSolid = true;
drawFunction = drawQuestion;
break;
}
// 画像が連想配列に登録されていなければ、画像を作成して連想配列に登録しておく
if (MapChip._images[_type] === undefined) {
var bitmapData:BitmapData = new BitmapData(WonderflWorld.GRID_SIZE, WonderflWorld.GRID_SIZE, true, 0x00ffffff);
drawFunction(bitmapData);
MapChip._images[_type] = bitmapData;
}
}
// 何も無しの為のダミー
private function drawNull(bitmapData:BitmapData):void { /* 空 */ }
// レンガブロックの画像を描画する
private function drawBrick(bitmapData:BitmapData):void {
var sprite:Sprite = new Sprite();
for (var row:int = 0; row < 2; row++) {
for (var col:int = 0; col < 2; col++) {
var piece:Shape = new Shape();
piece.graphics.beginFill(0xcc6600);
piece.graphics.drawRect(col * 16, row * 16, 16, 16);
piece.graphics.endFill();
piece.filters = [new BevelFilter(1, 45, 0xffffff, 1, 0x000000, 1, 1, 1, 255)];
sprite.addChild(piece);
}
}
bitmapData.draw(sprite);
}
// 階段ブロックの画像を描画する
private function drawStair(bitmapData:BitmapData):void {
var sprite:Sprite = new Sprite();
sprite.graphics.beginFill(0xcc6600);
sprite.graphics.drawRect(0, 0, 32, 32);
sprite.graphics.endFill();
sprite.filters = [new BevelFilter(4, 45, 0xffffff, 1, 0x000000, 1, 8, 8, 255)];
bitmapData.draw(sprite);
}
// 土管の画像を描画する
private function drawPipe(bitmapData:BitmapData):void {
var sprite:Sprite = new Sprite();
sprite.graphics.beginFill(0x000000);
sprite.graphics.drawRect(0, 0, 32, 32);
sprite.graphics.endFill();
sprite.graphics.beginFill(0x99cc00);
sprite.graphics.drawRect(1, 1, 30, 30);
sprite.graphics.endFill();
sprite.graphics.beginFill(0x009900);
sprite.graphics.drawRect(8, 1, 16, 30);
sprite.graphics.endFill();
bitmapData.draw(sprite);
}
// ?ブロックの画像を描画する
private function drawQuestion(bitmapData:BitmapData):void {
var sprite:Sprite = new Sprite();
sprite.graphics.beginFill(0xcc9933);
sprite.graphics.drawRect(0, 0, 32, 32);
sprite.graphics.endFill();
sprite.graphics.beginFill(0x000000);
sprite.graphics.drawCircle(4, 4, 1);
sprite.graphics.drawCircle(28, 4, 1);
sprite.graphics.drawCircle(4, 28, 1);
sprite.graphics.drawCircle(28, 28, 1);
sprite.graphics.endFill();
var questionText:TextField = new TextField();
questionText.text = "?";
questionText.width = 32;
questionText.autoSize = TextFieldAutoSize.CENTER;
var format:TextFormat = new TextFormat();
format.size = 26;
format.bold = true;
format.color = 0xcc6600;
questionText.setTextFormat(format);
questionText.filters = [new DropShadowFilter(1, 45, 0x000000, 1, 1, 1, 2)];
sprite.addChild(questionText);
sprite.filters = [new BevelFilter(1, 45, 0xffffff, 1, 0x000000, 1, 1, 1, 255)];
bitmapData.draw(sprite);
}
}
import flash.display.Bitmap;
import flash.display.BitmapData;
import flash.display.Sprite;
class Plumber extends Sprite {
public static const HALF_WIDTH:int = 8; // 幅の半分
public static const HALF_HEIGHT:int = 14; // 高さの半分
public static const WALKING_SPEED:Number = 3; // 歩く速さ
public static const JUMPING_ABILITY:Number = 8; // ジャンプ力
private var _image:BitmapData; // 配管工の画像を保持する
private var _posx:int; // X座標の位置
private var _posy:int; // Y座標の位置
private var _dx:Number; // X方向の速度
private var _dy:Number; // Y方向の速度
private var _onGround:Boolean; // 地に足が着いているか
public function get posx():int { return _posx; }
public function get posy():int { return _posy; }
public function Plumber() {
initialize();
drawImage();
var bitmap:Bitmap = new Bitmap(_image);
bitmap.x = -(Plumber.HALF_WIDTH);
bitmap.y = -(Plumber.HALF_HEIGHT);
addChild(bitmap);
}
// 配管工を初期位置に配置する
public function initialize():void {
x = _posx = WonderflWorld.PLUMBER_DEFX;
y = _posy = WonderflWorld.PLUMBER_DEFY;
_dx = 0;
_dy = 0;
_onGround = true;
}
public function update(map:Map):void {
changeVelocity();
detectCollision(map);
adjustDisplayPosition();
// ステージ外に落下したら初期位置に戻る
if (_posy > WonderflWorld.MAP_HEIGHT + Plumber.HALF_HEIGHT) {
initialize();
}
}
// 入力を受けて配管工の速度を変更する
private function changeVelocity():void {
if (Input.rightKey) {
_dx = Plumber.WALKING_SPEED;
}else if (Input.leftKey) {
_dx = -(Plumber.WALKING_SPEED);
}else {
_dx = 0;
}
// 地面に立っている状態でAボタンを押すとジャンプ
if (_onGround && Input.aButton) {
_dy = -(Plumber.JUMPING_ABILITY);
}
_dy += WonderflWorld.GRAVITY;
_onGround = false;
}
// マップとの当たり判定処理
private function detectCollision(map:Map):void {
var directionX:int = ((_dx < 0) ? -1 : 1);
var directionY:int = ((_dy < 0) ? -1 : 1);
// 次に移動予定の場所
var nextX:int = Math.floor(_posx + _dx);
var nextY:int = Math.floor(_posy + _dy);
var edgeNextXGrid:Point = map.getGridFromPosition(nextX + (directionX * Plumber.HALF_WIDTH), nextY);
var edgeNextYGrid:Point = map.getGridFromPosition(nextX, nextY + (directionY * Plumber.HALF_HEIGHT));
var edgeNextXYGrid:Point = map.getGridFromPosition(nextX + (directionX * Plumber.HALF_WIDTH), nextY + (directionY * Plumber.HALF_HEIGHT));
// 横方向の進行不可能な壁に当たった場合の処理
if(map.model[edgeNextXGrid.y][edgeNextXGrid.x].isSolid()){
_posx = Math.floor(_posx / WonderflWorld.GRID_SIZE) * WonderflWorld.GRID_SIZE
+ ((directionX == 1) ? (WonderflWorld.GRID_SIZE - Plumber.HALF_WIDTH) : Plumber.HALF_WIDTH);
_dx = 0;
}
// 縦方向の進行不可能な壁に当たった場合の処理
if(map.model[edgeNextYGrid.y][edgeNextYGrid.x].isSolid()){
_posy = Math.floor(_posy / WonderflWorld.GRID_SIZE) * WonderflWorld.GRID_SIZE
+ ((directionY == 1) ? (WonderflWorld.GRID_SIZE - Plumber.HALF_HEIGHT) : Plumber.HALF_HEIGHT);
_dy = 0;
// 落下中に壁に当たったら着地
if (directionY == 1) {
_onGround = true;
}
}
// 斜め方向の進行不可能な壁の角に当たった場合の処理
if((_dx != 0 && _dy != 0) && map.model[edgeNextXYGrid.y][edgeNextXYGrid.x].isSolid()){
_posx = Math.floor(_posx / WonderflWorld.GRID_SIZE) * WonderflWorld.GRID_SIZE
+ ((directionX == 1) ? (WonderflWorld.GRID_SIZE - Plumber.HALF_WIDTH) : Plumber.HALF_WIDTH);
_dx = 0;
}
// 壁に当たっていなかったら普通に移動する
if (_dx != 0) { _posx = nextX; }
if (_dy != 0) { _posy = nextY; }
}
// 画面上での表示位置を調整する
private function adjustDisplayPosition():void {
// マップ右端での挙動
if (_posx > WonderflWorld.MAP_WIDTH - WonderflWorld.STAGE_CENTER) {
x = _posx - (WonderflWorld.MAP_WIDTH - WonderflWorld.STAGE_SIZE);
// マップ道中での挙動
}else if (_posx > WonderflWorld.STAGE_CENTER) {
x = WonderflWorld.STAGE_CENTER;
// マップ左端での挙動
}else {
x = _posx;
}
y = _posy;
}
// 配管工の画像を描画する
private function drawImage():void {
_image = new BitmapData(Plumber.HALF_WIDTH * 2, Plumber.HALF_HEIGHT * 2, true, 0x00ffffff);
var sprite:Sprite = new Sprite();
sprite.graphics.beginFill(0xcc3333);
sprite.graphics.drawRect(3, 0, 10, 24);
sprite.graphics.endFill();
sprite.graphics.beginFill(0xcc9933);
sprite.graphics.drawRect(3, 4, 10, 6);
sprite.graphics.drawRect(0, 17, 3, 3);
sprite.graphics.drawRect(13, 17, 3, 3);
sprite.graphics.endFill();
sprite.graphics.beginFill(0x666600);
sprite.graphics.drawRect(6, 10, 4, 5);
sprite.graphics.drawRect(0, 10, 3, 7);
sprite.graphics.drawRect(13, 10, 3, 7);
sprite.graphics.drawRect(3, 24, 10, 4);
sprite.graphics.endFill();
_image.draw(sprite);
}
}
import flash.display.Stage;
import flash.events.KeyboardEvent;
import flash.ui.Keyboard;
class Input {
private static var _leftKey:Boolean; // 左キー
private static var _rightKey:Boolean; // 右キー
private static var _aButton:Boolean; // Aボタン
public static function get leftKey():Boolean { return Input._leftKey; }
public static function get rightKey():Boolean { return Input._rightKey; }
public static function get aButton():Boolean { return Input._aButton; }
public static function enable(target:Stage):void {
target.addEventListener(KeyboardEvent.KEY_DOWN, Input.onKeyDown);
target.addEventListener(KeyboardEvent.KEY_UP, Input.onKeyUp);
}
private static function onKeyDown(e:KeyboardEvent):void {
switch(e.keyCode) {
case Keyboard.LEFT:
Input._leftKey = true;
break;
case Keyboard.RIGHT:
Input._rightKey = true;
break;
case 90: // Z
Input._aButton = true;
break;
}
}
private static function onKeyUp(e:KeyboardEvent):void {
switch(e.keyCode) {
case Keyboard.LEFT:
Input._leftKey = false;
break;
case Keyboard.RIGHT:
Input._rightKey = false;
break;
case 90: // Z
Input._aButton = false;
break;
}
}
}