
package { import flash.display.Sprite; [SWF(width="465", height="465", backgroundColor="0", frameRate="60")] public class Main extends Sprite { public function Main() { initializeFirst(this); } } } import flash.display.*; import flash.geom.*; import flash.filters.*; import flash.events.*; import flash.text.*; import flash.utils.getTimer; import org.si.sion.*; var main:Main; var bd:BitmapData; var blurBd:BitmapData; var baseSprite:Sprite = new Sprite; var backgroundColor:uint = 0; function initializeFirst(main:Main):void { this.main = main; screen = new Screen; bd = new BitmapData(screen.size.x, screen.size.y, true, 0); blurBd = new BitmapData(screen.size.x, screen.size.y, false, 0); baseSprite.addChild(new Bitmap(blurBd)); main.addChild(baseSprite); mouse = new Mouse; key = new Key; letter = new Letter; initialize(); if (DEBUG) beginGame(); else setScoreRecordViewer(); main.addEventListener(Event.ACTIVATE, onActivated); main.addEventListener(Event.DEACTIVATE, onDectivated); main.addEventListener(Event.ENTER_FRAME, updateFrame); } var fadeFilter:ColorMatrixFilter = new ColorMatrixFilter([ 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0.8, 0]); var blurFilter10:BlurFilter = new BlurFilter(10, 10); var blurFilter20:BlurFilter = new BlurFilter(20, 20); var zeroPoint:Point = new Point; function updateFrame(event:Event):void { bd.lock(); bd.fillRect(bd.rect, backgroundColor); updateGame(); bd.unlock(); blurBd.lock(); blurBd.applyFilter(blurBd, blurBd.rect, zeroPoint, fadeFilter); blurBd.copyPixels(bd, bd.rect, zeroPoint, null, null, true); blurBd.applyFilter(blurBd, blurBd.rect, zeroPoint, blurFilter20); blurBd.copyPixels(bd, bd.rect, zeroPoint, null, null, true); blurBd.applyFilter(blurBd, blurBd.rect, zeroPoint, blurFilter10); blurBd.copyPixels(bd, bd.rect, zeroPoint, null, null, true); blurBd.unlock(); } // ---- Math utils. ---- 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, PI2:Number = PI * 2, HPI:Number = PI / 2; function getLength(x:Number, y:Number):Number { return sqrt(x * x + y * y); } function clamp(v:Number, min:Number, max:Number):Number { if (v > max) return max; else if (v < min) return min; return v; } function normalizeAngle(v:Number):Number { var r:Number = v % PI2; if (r < -PI) r += PI2; else if (r > PI) r -= PI2; return r; } function aimAngle(angle:Number, targetAngle:Number, angleVel:Number):Number { var oa:Number = normalizeAngle(targetAngle - angle); var r:Number; if (oa > angleVel) r = angle + angleVel; else if (oa < -angleVel) r = angle - angleVel; else r = targetAngle; return normalizeAngle(r); } class Xy extends Vector3D { public function Xy(x:Number = 0, y:Number = 0) { super(x, y); } public function distance(pos:Xy):Number { return getLength(pos.x - x, pos.y - y); } public function angle(pos:Xy):Number { return atan2(pos.x - x, pos.y - y); } public function addAngle(angle:Number, speed:Number):void { x += sin(angle) * speed; y += cos(angle) * speed; } public function rotate(angle:Number):void { var px:Number = x; x = -x * cos(angle) + y * sin(angle); y = px * sin(angle) + y * cos(angle); } public function set xy(v:Xy):void { x = v.x; y = v.y; } public function set s(v:Number):void { x = y = v; } public function get way():Number { return atan2(x, y); } } var random:Random = new Random; class Random { private var x:int, y:int, z:int, w:int; function Random(v:int = int.MIN_VALUE):void { var sv:int; if (v == int.MIN_VALUE) sv = getTimer(); else sv = v; x = sv = 1812433253 * (sv ^ (sv >> 30)); y = sv = 1812433253 * (sv ^ (sv >> 30)) + 1; z = sv = 1812433253 * (sv ^ (sv >> 30)) + 2; w = sv = 1812433253 * (sv ^ (sv >> 30)) + 3; } public function n(v:Number = 1, s:Number = 0):Number { return value * v + s; } public function i(v:int, s:int = 0):int { return n(v, s); } public function sx(v:Number = 1, s:Number = 0):Number { return n(v, s) * screen.size.x; } public function sy(v:Number = 1, s:Number = 0):Number { return n(v, s) * screen.size.y; } public function pm():int { return i(2) * 2 - 1; } public function pmn(v:Number = 1):Number { return random.n(v) * pm(); } private function get value():Number { var t:int = x ^ (x << 11); x = y; y = z; z = w; w = (w ^ (w >> 19)) ^ (t ^ (t >> 8)); return Number(w) / int.MAX_VALUE; } } class Actor { public var pos:Xy = new Xy; public var vel:Xy = new Xy; public var size:Xy = new Xy; public var angle:Number = 0, speed:Number = 0; public static function updateAll(s:*):void { for (var i:int = 0; i < s.length; i++) if (!s[i].update()) s.splice(i--, 1); } public static function checkHit(ca:*, s:*, callHit:Boolean = false):Boolean { var hf:Boolean = false; for each (var a:* in s) { if (ca == a) continue; if (abs(ca.pos.x - a.pos.x) < (ca.size.x + a.size.x) / 2 && abs(ca.pos.y - a.pos.y) < (ca.size.y + a.size.y) / 2) { if (callHit) a.hit(ca); hf = true; } } return hf; } public static const HIT_X:int = 1; public static const HIT_Y:int = 2; private static var pPos:Xy = new Xy; public static function checkHitVel(ca:*, s:*):int { var r:int; pPos.xy = ca.pos; ca.pos.x += ca.vel.x; if (checkHit(ca, s)) r |= HIT_X; ca.pos.x = pPos.x; ca.pos.y += ca.vel.y; if (checkHit(ca, s)) r |= HIT_Y; ca.pos.y = pPos.y; return r; } } // ---- UI utils. ---- var mouse:Mouse; class Mouse { public var pos:Xy = new Xy; public var isPressing:Boolean; public function Mouse() { baseSprite.addEventListener(MouseEvent.MOUSE_MOVE, onMoved); baseSprite.addEventListener(MouseEvent.MOUSE_DOWN, onPressed); baseSprite.addEventListener(MouseEvent.MOUSE_UP, onReleased); baseSprite.addEventListener(Event.MOUSE_LEAVE, onReleased); } private function onMoved(e:MouseEvent):void { pos.x = e.stageX; pos.y = e.stageY; } private function onPressed(e:MouseEvent):void { isPressing = true; onMoved(e); } private function onReleased(e:Event):void { isPressing = false; } } var key:Key; class Key { public var s:Vector.<Boolean> = new Vector.<Boolean>(256); public function Key() { main.stage.addEventListener(KeyboardEvent.KEY_DOWN, onPressed); main.stage.addEventListener(KeyboardEvent.KEY_UP, onReleased); } private function onPressed(e:KeyboardEvent):void { s[e.keyCode] = true; } private function onReleased(e:KeyboardEvent):void { s[e.keyCode] = false; } public function get isWPressed():Boolean { return s[0x26] || s[0x57]; } public function get isAPressed():Boolean { return s[0x25] || s[0x41]; } public function get isSPressed():Boolean { return s[0x28] || s[0x53]; } public function get isDPressed():Boolean { return s[0x27] || s[0x44]; } private var stickXy:Xy = new Xy; public function get stick():Xy { stickXy.s = 0; if (isWPressed) stickXy.y -= 1; if (isAPressed) stickXy.x -= 1; if (isSPressed) stickXy.y += 1; if (isDPressed) stickXy.x += 1; if (stickXy.x != 0 && stickXy.y != 0) stickXy.scaleBy(0.7); return stickXy; } public function get isButtonPressed():Boolean { return isButton1Pressed || isButton2Pressed; } public function get isButton1Pressed():Boolean { return s[0x5a] || s[0xbe] || s[0x20]; } public function get isButton2Pressed():Boolean { return s[0x58] || s[0xbf]; } } var screen:Screen; class Screen { public var size:Xy; public var center:Xy; function Screen() { size = new Xy(main.stage.stageWidth, main.stage.stageHeight); center = new Xy(size.x / 2, size.y / 2); } public function isIn(p:Xy, spacing:Number = 0):Boolean { return (p.x >= -spacing && p.x <= size.x + spacing && p.y >= -spacing && p.y <= size.y + spacing); } } // ---- Graphics and sound utils. ---- var fRect:Rectangle = new Rectangle; function fillRect(x:int, y:int, width:int, height:int, color:uint):void { fRect.x = x - int(width / 2); fRect.y = y - int(height / 2); fRect.width = width; fRect.height = height; bd.fillRect(fRect, color); } class Color { private static const LEVEL:int = 5; private static const LEVEL_VALUE:int = 50; private static const MAX_VALUE:int = LEVEL * LEVEL_VALUE; public static var transparent:Color = new Color(-1); public static var black:Color = new Color(0, 0, 0); public static var red:Color = new Color(MAX_VALUE, 0, 0); public static var green:Color = new Color(0, MAX_VALUE, 0); public static var blue:Color = new Color(0, 0, MAX_VALUE); public static var yellow:Color = new Color(MAX_VALUE, MAX_VALUE, 0); public static var magenta:Color = new Color(MAX_VALUE, 0, MAX_VALUE); public static var cyan:Color = new Color(0, MAX_VALUE, MAX_VALUE); public static var white:Color = new Color(MAX_VALUE, MAX_VALUE, MAX_VALUE); public var r:int, g:int, b:int; public function Color(r:int = 0, g:int = 0, b:int = 0) { this.r = r; this.g = g; this.b = b; } public function get i():uint { return 0xff000000 + r * 0x10000 + g * 0x100 + b; } public function set rgb(c:Color):void { r = c.r; g = c.g; b = c.b; } private static var blinkColor:Color = new Color; public function get blink():Color { changeValueColor( blinkColor, random.i(128, -64), random.i(128, -64), random.i(128, -64)); return blinkColor; } public function get br():Color { return changeValue(LEVEL_VALUE, LEVEL_VALUE, LEVEL_VALUE); } public function get dr():Color { return changeValue(-LEVEL_VALUE, -LEVEL_VALUE, -LEVEL_VALUE); } public function get rz():Color { return changeValue(LEVEL_VALUE, -LEVEL_VALUE, -LEVEL_VALUE); } public function get gz():Color { return changeValue(-LEVEL_VALUE, LEVEL_VALUE, -LEVEL_VALUE); } public function get bz():Color { return changeValue(-LEVEL_VALUE, -LEVEL_VALUE, LEVEL_VALUE); } private function changeValue(rv:int, gv:int, bv:int):Color { var changedColor:Color = new Color; changeValueColor(changedColor, rv, gv, bv); return changedColor; } private function changeValueColor(color:Color, rv:int, gv:int, bv:int):void { color.rgb = this; color.r += rv; color.g += gv; color.b += bv; color.normalize(); } private function normalize():void { r = clamp(r, 0, MAX_VALUE); g = clamp(g, 0, MAX_VALUE); b = clamp(b, 0, MAX_VALUE); } } class DotShape { public static const BASE_SCALE:Number = 3; private static var rPos:Xy = new Xy; private static var rect:Rectangle = new Rectangle; private var dots:Vector.<OffsetColor> = new Vector.<OffsetColor>; private var color:Color = Color.transparent; private var colorSpot:Color = Color.transparent; private var spotThreshold:Number = 0.3; private var xAngleVel:Number = 0; private var yAngleVel:Number = 0; private var xyAngleVel:Number = 0; private var offset:Xy = new Xy; public function c(c:Color, cs:Color = null):DotShape { color = c; if (cs) colorSpot = cs; return this; } public function st(v:Number):DotShape { spotThreshold = v; return this; } public function sa(x:Number = 0, y:Number = 0, xy:Number = 0):DotShape { xAngleVel = x; yAngleVel = y; xyAngleVel = xy; return this; } public function o(x:Number = 0, y:Number = 0):DotShape { offset.x = x; offset.y = y; return this; } public function fr(width:int, height:int, isDrawingEdge:Boolean = false):DotShape { var ox:int = -width / 2, oy:int = -height / 2; for (var y:int = 0; y < height; y++) { for (var x:int = 0; x < width; x++) { if (!isDrawingEdge || x == 0 || x == width - 1 || y == 0 || y == height - 1) fd(x + ox, y + oy); } } return this; } public function fc(radius:Number, isDrawingEdge:Boolean = false):DotShape { var d:int = 3 - radius * 2; var y:int = radius; for (var x:int = 0; x <= y; x++) { if (isDrawingEdge) { setCircleDotsEdge(x, y); setCircleDotsEdge(y, x); } else { setCircleDots(x, y); setCircleDots(y, x); } if (d < 0) { d += 6 + x * 4; } else { d += 10 + x * 4 - y * 4; y--; } } return this; } public function fd(x:Number, y:Number):DotShape { var ca:Number = Math.cos(x * xAngleVel) * Math.cos(y * yAngleVel) * Math.cos((x + y) * xyAngleVel); var c:Color; if (Math.abs(ca) < spotThreshold) c = colorSpot; else c = color; if (c.r < 0) return this; var d:OffsetColor = new OffsetColor; d.offset.x = x + offset.x; d.offset.y = y + offset.y; d.color = c.i; dots.push(d); return this; } private function setCircleDots(x:int, y:int):void { setXLine(-x, x, y); setXLine(-x, x, -y); } private function setXLine(xb:int, xe:int, y:int):void { for (var x:int = xb; x <= xe; x++) fd(x, y); } private function setCircleDotsEdge(x:int, y:int):void { fd(-x, y); fd(x, y); fd(-x, -y); fd(x, -y); } public function draw( pos:Xy, angle:Number = 0, scale:Number = BASE_SCALE, rectScale:int = -1):void { if (rectScale > 0) rect.width = rect.height = rectScale; else rect.width = rect.height = scale; var o:int = scale / 2; for each (var d:OffsetColor in dots) { rPos.xy = d.offset; rPos.scaleBy(scale); if (angle != 0) rPos.rotate(angle); rect.x = int(pos.x + rPos.x) - o; rect.y = int(pos.y + rPos.y) - o; bd.fillRect(rect, d.color); } } } class OffsetColor { public var offset:Xy = new Xy; public var color:uint; } var letter:Letter; class Letter { private var shapes:Vector.<DotShape> = new Vector.<DotShape>; private var charToIndex:Vector.<int> = new Vector.<int>; function Letter() { const COUNT:int = 53; var patterns:Array = [ 0x4644AAA4, 0x6F2496E4, 0xF5646949, 0x167871F4, 0x2489F697, 0xE9669696, 0x79F99668, 0x91967979, 0x1F799976, 0x1171FF17, 0xF99ED196, 0xEE444E99, 0x53592544, 0xF9F11119, 0x9DDB9999, 0x79769996, 0x7ED99611, 0x861E9979, 0x994444E7, 0x46699699, 0x6996FD99, 0xF4469999, 0x2226F248, 0x44644466, 0xF0044E, 0x12448, 0x640444F0, 0x4049, 0x44040404, 0x4444, 0x5E40000A, 0x424F4244, 0x2F244E54, 0x4]; var d:int, lp:int, pIndex:int; for (var i:int = 0; i < COUNT; i++) { var shape:DotShape = new DotShape; shape.c(Color.white); for (var j:int = 0; j < 5; j++) { for (var k:int = 0; k < 4; k++) { if (--d <= 0) { lp = patterns[pIndex++]; d = 32; } if (lp & 1 > 0) shape.fd(k, j); lp >>= 1; } } shapes.push(shape); } var charCodes:Array = [ 91, 93, 43, 45, 47, 95, 33, 63, 46, 58, 124, 39, 34, 117, 114, 100, 108]; for (var c:int = 0; c < 128; c++) { var li:int = -1; if (c >= 48 && c < 58) { li = c - 48; } else if (c >= 65 && c <= 90) { li = c - 65 + 10; } else { var lic:int = 36; for each (var cc:int in charCodes) { if (cc == c) { li = lic; break; } lic++; } } charToIndex.push(li); } } private var tPos:Xy = new Xy; public function draw(text:String, x:Number, y:Number, isFromRight:Boolean = false):void { tPos.x = x; if (isFromRight) tPos.x -= text.length * 10; else tPos.x -= text.length * 10 / 2; tPos.y = y; for (var i:int = 0; i < text.length; i++) { var c:int = text.charCodeAt(i); var li:int = charToIndex[c]; if (li >= 0) shapes[li].draw(tPos, 0, 2); tPos.x += 10; } } } class Message extends Actor { public static var s:Vector.<Message> = new Vector.<Message>; private static var shownMessages:Vector.<String> = new Vector.<String>; public static function addOnce( text:String, pos:Xy, vx:Number = 0, vy:Number = 0, ticks:int = 240):Message { if (shownMessages.indexOf(text) >= 0) return null; shownMessages.push(text); return add(text, pos, vx, vy, ticks); } public static function add( text:String, pos:Xy, vx:Number = 0, vy:Number = 0, ticks:int = 60):Message { var m:Message = new Message; m.text = text; m.pos.xy = pos; m.vel.x = vx / ticks; m.vel.y = vy / ticks; m.ticks = ticks; s.push(m); return m; } public var text:String, ticks:int; public function update():Boolean { pos.incrementBy(vel); letter.draw(text, pos.x, pos.y); return --ticks > 0; } } class Particle extends Actor { public static var s:Vector.<Particle> = new Vector.<Particle>; public static function add( pos:Xy, color:Color, size:Number, count:Number, speed:Number, ticks:Number = 60, angle:Number = 0, angleWidth:Number = Math.PI * 2):void { for (var i:int = 0; i < count; i++) { var pt:Particle = new Particle; pt.color = color; pt.targetSize = size; pt.pos.xy = pos; pt.vel.addAngle( angle + random.n(angleWidth / 2) * random.pm(), speed * random.n(1, 0.5)); pt.ticks = ticks * random.n(1, 0.5); s.push(pt); } } private var ticks:int; private var color:Color; private var scale:Number = 1; private var targetSize:Number; private var isExpand:Boolean = true; public function update():Boolean { pos.incrementBy(vel); vel.scaleBy(0.98); if (isExpand) { scale *= 1.5; if (scale > targetSize) isExpand = false; } else { scale *= 0.95; } fillRect(pos.x, pos.y, scale, scale, color.blink.i); return --ticks > 0; } } class Se { public static const MAJOR:int = 0; public static const MINOR:int = 1; public static const NOISE:int = 2; public static const NOISE_SCALE:int = 3; private static var tones:Array = [ ["c", "c+", "d", "d+", "e", "f", "f+", "g", "g+", "a", "a+", "b"], ["c", "d", "e", "g", "a"], ["c", "d-", "e-", "g-", "a-"]]; public static var s:Vector.<Se> = new Vector.<Se>; private static var driver:SiONDriver = new SiONDriver; private static var isStarting:Boolean; private var data:SiONData; private var isPlaying:Boolean; private var mml:String; private var type:int; private var tone:Number = 0; public function t(v:int):Se { type = v; if (!mml) mml = ""; else mml += ";"; var voices:Array = [1, 1, 9, 10]; mml += "%1@" + voices[v] + "l64"; return this; } public function m(step:Number, time:int, start:Number = -1):Se { if (start >= 0) tone = start; for (var i:int = 0; i < time; i++) { tone = clamp(tone, 0, 1); switch (type) { case MAJOR: case MINOR: var ti:int = tone * 40; var o:int = ti / 5 + 2; mml += "o" + o + tones[type + 1][ti % 5]; break; case NOISE: case NOISE_SCALE: ti = tone * 15; if (ti < 4) mml += "o5" + tones[0][3 - ti]; else mml += "o4" + tones[0][15 - ti]; break; } tone += step / time; } return this; } public function r(v:int = 1):Se { for (var i:int = 0; i < v; i++) mml += "r"; return this; } public function v(v:int = 16):Se { mml += "v" + v; return this; } public function c():Se { isStarting = false; data = driver.compile(mml); driver.volume = 0; driver.play(); s.push(this); return this; } public function play():void { if (!isInGame) return; isPlaying = true; } public function update():void { if (!isPlaying) return; if (!isStarting) { driver.volume = 0.9; isStarting = true; } driver.sequenceOn(data, null, 0, 0, 0); isPlaying = false; } } // ---- Game state controller. ---- var score:int, ticks:int; var isInGame:Boolean; var isPaused:Boolean; var wasClicked:Boolean, wasReleased:Boolean; var titleTicks:int; function beginGame():void { isInGame = true; score = 0; ticks = 0; closeScoreForms(); random = new Random; Particle.s = new Vector.<Particle>; initialize(); } function endGame():Boolean { if (!isInGame) return false; isInGame = false; wasClicked = wasReleased = false; ticks = 0; recordScore(score); setScoreRecordViewer(); titleTicks = 10; return true; } function updateGame():void { if (!isPaused) update(); Actor.updateAll(Particle.s); for each (var s:Se in Se.s) s.update(); letter.draw(String(score), screen.size.x, 2, true); ticks++; if (!isInGame) { letter.draw(TITLE, screen.size.x * 0.8, screen.center.y - 20); letter.draw("CLICK", screen.size.x * 0.8, screen.center.y + 8); letter.draw("TO", screen.size.x * 0.8, screen.center.y + 20); letter.draw("START", screen.size.x * 0.8, screen.center.y + 32); if (mouse.isPressing) { if (wasReleased) wasClicked = true; } else { if (wasClicked) beginGame(); if (--titleTicks <= 0) wasReleased = true; } } if (isPaused) { letter.draw("PAUSED", screen.center.x, screen.center.y - 8); letter.draw("CLICK TO RESUME", screen.center.x, screen.center.y + 8); } Actor.updateAll(Message.s); } function onActivated(e:Event):void { isPaused = false; } function onDectivated(e:Event):void { if (isInGame) isPaused = true; } /* function setScoreRecordViewer():void { } function recordScore(s:int):void { } function closeScoreForms():void { } /*/ import net.wonderfl.score.basic.BasicScoreForm; import net.wonderfl.score.basic.BasicScoreRecordViewer; var scoreRecordViewer:BasicScoreRecordViewer; var scoreForm:BasicScoreForm; function setScoreRecordViewer():void { scoreRecordViewer = new BasicScoreRecordViewer(main, 5, 220, "SCORE RANKING", 50); } function recordScore(score:int):void { scoreForm = new BasicScoreForm(main, 5, 5, score); scoreForm.onCloseClick = function():void { closeScoreForms(); setScoreRecordViewer(); } } function closeScoreForms():void { if (scoreRecordViewer) { main.removeChild(scoreRecordViewer); scoreRecordViewer = null; } if (scoreForm) { main.removeChild(scoreForm); scoreForm = null; } } //*/ // ---- Game main logic. ---- const TITLE:String = "SEA VS ISLAND" const DEBUG:Boolean = false; const GRID_COUNT:int = 31; const GRID_DOT:int = 15; var grid:Vector.<Vector.<Number>>; var gridShapes:Vector.<DotShape>; var shipAddTicks:int; function initialize():void { if (!grid) initGrid(); for (var y:int = 0; y < GRID_COUNT; y++) { for (var x:int = 0; x < GRID_COUNT; x++) { grid[x][y] = 0; } } setGridHeight(); Ship.s = new Vector.<Ship>; shipAddTicks = 0; } function initGrid():void { grid = new Vector.<Vector.<Number>>; for (var y:int = 0; y < GRID_COUNT; y++) { var gx:Vector.<Number> = new Vector.<Number>; for (var x:int = 0; x < GRID_COUNT; x++) { gx.push(0); } grid.push(gx); } gridShapes = new Vector.<DotShape>; for (var i:int = -10; i <= 10; i++) { var c:Color; if (i < 0) c = new Color(240 + i * 24, 240 + i * 24, 255); else c = new Color(200 - i * 20, 128 + i * 12, 32); gridShapes.push(new DotShape().c(c).fd(0, 0)); } } function update():void { for (var y:int = 0; y < GRID_COUNT; y++) { for (var x:int = 0; x < GRID_COUNT; x++) { var uv:Number = (GRID_COUNT * 0.45 - Math.max(abs(x - GRID_COUNT / 2), abs(y - GRID_COUNT / 2))) * 0.003; if (uv <= 0) continue; grid[x][y] += random.n(uv, uv); if (grid[x][y] > 10) grid[x][y] = 10; } } if (isInGame) { if (ticks == 0) Message.addOnce("MOUSE: DIG", new Xy(100, 100)); var gx:int = clamp(mouse.pos.x / GRID_DOT, 0, GRID_COUNT - 1); var gy:int = clamp(mouse.pos.y / GRID_DOT, 0, GRID_COUNT - 1); downGrid(gx, gy); } drawGrid(); if (isInGame) { if (--shipAddTicks <= 0) { Ship.s.push(new Ship); shipAddTicks = 300 / (1 + sqrt(ticks * 0.0003)); } Actor.updateAll(Ship.s); } } var gPos:Xy = new Xy; function drawGrid():void { for (var y:int = 0; y < GRID_COUNT; y++) { for (var x:int = 0; x < GRID_COUNT; x++) { gPos.x = x * GRID_DOT + GRID_DOT / 2; gPos.y = y * GRID_DOT + GRID_DOT / 2 - grid[x][y] * 2; gridShapes[int(grid[x][y]) + 10].draw(gPos, 0, GRID_DOT - 6); } } } function setGridHeight():void { for (var i:int = 0; i < 30; i++) { addGridHeight(-random.i(4, 2), random.i(GRID_COUNT), random.i(GRID_COUNT)); } for (i = 0; i < 30; i++) { addGridHeight(random.i(4, 2), random.i(GRID_COUNT / 2, GRID_COUNT / 4), random.i(GRID_COUNT / 2, GRID_COUNT / 4)); } } function addGridHeight(h:int, x:int, y:int):void { var ah:int = abs(h); for (var ox:int = -(ah - 1); ox <= ah - 1; ox++) { for (var oy:int = -(ah - 1); oy <= ah - 1; oy++) { var gh:int = ah - Math.min(abs(ox), abs(oy)); if (h < 0) gh *= -1; var gx:int = normalizeGridPos(x + ox); var gy:int = normalizeGridPos(y + oy); grid[gx][gy] = clamp(grid[gx][gy] + gh, -10, 10); } } } function downGrid(cx:int, cy:int):void { for (var ox:int = -5; ox <= 5; ox++) { for (var oy:int = -5; oy <= 5; oy++) { var x:int = cx + ox; var y:int = cy + oy; if (x < 0 || x >= GRID_COUNT || y < 0 || y >= GRID_COUNT) continue; var h:Number = grid[x][y]; h -= 0.5 / (sqrt(abs(ox) + abs(oy)) + 1); if (h < -10) h = -10; grid[x][y] = h; } } } function normalizeGridPos(v:Number, s:Number = GRID_COUNT):Number { if (v < 0) return v + s; else if (v >= s) return v - s; return v; } class Ship extends Actor { public static var s:Vector.<Ship>; private static var shape:DotShape = new DotShape(). c(Color.red.dr, Color.magenta.dr).sa(1, 2, 3).fr(5, 7).o(0, 3).fc(2). c(Color.red, Color.magenta).sa(1, 2, 3).o().fr(5, 7, true).o(0, 3).fc(2, true); private static var sailSe:Se = new Se(). t(Se.MINOR).v(11).m(-0.3, 3, 0.5).c(); private static var scoreSe:Se = new Se(). t(Se.MAJOR).v(12).m(0, 2, 0.7).r().m(0, 2, 0.7).r().m(0, 2, 0.7).c(); private static var dstSe:Se = new Se(). t(Se.NOISE_SCALE).m( -0.5, 5, 0.7).m( -0.5, 7, 0.5).c(); private static var sPos:Xy = new Xy; private static var tPos:Xy = new Xy; private var pPos:Xy = new Xy; private var addScore:int; private var seTicks:int; function Ship() { for (var i:int = 0; i < 50; i++) { pos.x = random.i(GRID_COUNT); pos.y = random.i(2) * (GRID_COUNT - 1); if (random.pm() > 0) { var tx:Number = pos.x; pos.x = pos.y; pos.y = tx; } if (grid[int(pos.x)][int(pos.y)] < -3) break; } tPos.x = random.n(GRID_COUNT * 0.6, GRID_COUNT * 0.2); tPos.y = random.n(GRID_COUNT * 0.6, GRID_COUNT * 0.2); angle = pos.angle(tPos); speed = random.n(0.07, 0.03); vel.addAngle(angle, speed); } public function update():Boolean { pPos.xy = pos; pos.incrementBy(vel); sPos.xy = pos; sPos.scaleBy(GRID_DOT); if (pos.x < 0 || pos.x >= GRID_COUNT || pos.y < 0 || pos.y >= GRID_COUNT) { var ta:Number = sPos.angle(screen.center); tPos.s = 0; tPos.addAngle(ta, 50); Message.add("+" + addScore, sPos, tPos.x, tPos.y); score += addScore; scoreSe.play(); return false; } if (grid[int(pos.x)][int(pos.y)] >= 0) { pos.xy = pPos; addScore -= 2; if (addScore < 0) addScore = 0; } else { addScore++; if (seTicks++ % 73 == 0) sailSe.play(); } shape.draw(sPos, angle); letter.draw(String(addScore), sPos.x, sPos.y - 10); Particle.add(sPos, Color.blue.br.br, 5, 1, speed, 30, angle + PI, 0.3); if (grid[int(pos.x)][int(pos.y)] >= 1) { Particle.add(sPos, Color.red.gz.gz, 50, 50, 5); addGridHeight(5, pos.x, pos.y); dstSe.play(); endGame(); return false; } return true; } }