[AS3] flixelの弾幕デモ

2012/08/3

こんにちは。きんくまです。

この間のF-siteの用にflixelでつくった弾幕ゲームのデモを少し修正できたのでアップします。
デモのときは、iPadで使えるようにキーボード操作でなく、タッチ操作にしてました。

■あそびかた
キーボードの上下左右で操作。3回やられたらゲームオーバー。
クリアしてもループするだけです。すみません、、。

あれ? ブラウザでみると、けっこうカクつきますね。
swfそのまま見ると、もうちっとなめらかなんだけど。

 
ソースコードも書いておきます。
flixelが面倒なことをやってくれてるので、わりと短め?なのかな。
自機爆発のビットマップデータはflixelについてたflixelのロゴデータですw

shooting_demo.as

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package
{  
    import flash.events.Event;
     
    import org.flixel.FlxGame;
 
    [SWF(width="480", height="640", backgroundColor="#000000", frameRate="60")]
     
    public class shooting_demo extends FlxGame
    {
        public function shooting_demo()
        {
            super(480 * 0.5, 640 * 0.5, MenuState,2, 60, 60);
        }
         
        override protected function create(FlashEvent:Event):void
        {
            super.create(FlashEvent);
        }
    }
}

MenuState.as

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package
{
    import org.flixel.FlxButton;
    import org.flixel.FlxG;
    import org.flixel.FlxState;
    import org.flixel.FlxText;
     
    public class MenuState extends FlxState
    {
        private var _firstChar:FlxText;
        private var _title:FlxText;
        private var _startButton:FlxButton;
         
        public function MenuState()
        {
            super();
        }
         
        public override function create():void
        {
            super.create();
            FlxG.mouse.show();
            _startButton = new FlxButton(FlxG.width * 0.5 - 40, 160, "START", onStartClick);
            add(_startButton);         
             
            _title = new FlxText(54,90,200,"hooting!!");
            _title.size = 28;
            add(_title);
             
            _firstChar = new FlxText(27,80,40,"S");
            _firstChar.color = 0xFFFFCC33;
            _firstChar.size = 46;
            add(_firstChar);
        }
         
        public override function destroy():void
        {
            super.destroy();
            _startButton = null;
            _title = null;
        }
         
        private function onStartClick():void
        {
            FlxG.mouse.hide();
            FlxG.switchState(new PlayState());
        }
    }
}

PlayState.as

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package
{
    import flashx.textLayout.elements.BreakElement;
     
    import org.flixel.FlxEmitter;
    import org.flixel.FlxG;
    import org.flixel.FlxGroup;
    import org.flixel.FlxPoint;
    import org.flixel.FlxSprite;
    import org.flixel.FlxState;
    import org.flixel.FlxText;
    import org.flixel.FlxTilemap;
     
    public class PlayState extends FlxState
    {
        private var _player:FlxSprite;
        private var _enemy:FlxSprite;
        private var _bullets:FlxGroup;
        private var _enemyBullets:FlxGroup;
        private var _shotCnt:int = 0;
        private var _enemyShotCnt:int = 0;
        private var _enemyHealthBar:FlxSprite;
        private var _enemyHelathBarBase:FlxSprite;
        private var _enemyShootOffsetRad:Number = 0;
        private var _scoreTxt:FlxText;
        private var _score:int;
        private var _isGameOver:Boolean = false;
        private var _gameOverText:FlxText;
        private var _pressZkeyText:FlxText;
        private const MAX_ENEMY_HEALTH:int = 100;
        private const PLAYER_MAX_HEALTH:int = 3;
        private var _playerExplosion:FlxEmitter;
         
        [Embed(source="org/flixel/data/logo.png")] private var LogoBmd:Class;
         
        override public function create():void
        {
            _player = new FlxSprite(FlxG.width * 0.5, FlxG.height - 50);
            _player.makeGraphic(8,8,0xffff0000);
            _player.maxVelocity.x = 120;
            _player.maxVelocity.y = 120;
            _player.drag.x = _player.maxVelocity.x * 4;
            _player.drag.y = _player.maxVelocity.y * 4;
            _player.health = PLAYER_MAX_HEALTH;
            _player.immovable = true;
            add(_player);
             
            _enemy = new FlxSprite(FlxG.width * 0.5, 40);
            _enemy.makeGraphic(30,8,0xff00ff00);
            _enemy.health = MAX_ENEMY_HEALTH;
            _enemy.velocity.y = 0;
            _enemy.acceleration.y = 0;
            _enemy.immovable = true;
            _enemy.acceleration.x = 10;
            _enemy.maxVelocity.x = 100;
            add(_enemy);
             
             
            var i:int;
            _bullets = new FlxGroup();
            for(i = 0; i < 60; i++){
                var bullet:FlxSprite = new FlxSprite(100,100);
                bullet.makeGraphic(2,5,0xffffffff);
                bullet.exists = false;
                _bullets.add(bullet);
            }
            add(_bullets);
             
            _enemyBullets = new FlxGroup();
            for(i = 0; i < 300; i ++){
                var enemyBullet:FlxSprite = new FlxSprite(100,100);
                enemyBullet.makeGraphic(4,4,0xffffff00);
                enemyBullet.exists = false;
                enemyBullet.immovable = true;
                _enemyBullets.add(enemyBullet);
            }
            add(_enemyBullets);
             
            _enemyHelathBarBase = new FlxSprite(10,20);
            _enemyHelathBarBase.makeGraphic(FlxG.width -20,3,0xffffffff);
            add(_enemyHelathBarBase);
             
            _enemyHealthBar = new FlxSprite(10,20);
            _enemyHealthBar.makeGraphic((FlxG.width - 20), 3, 0xffff0000);
            add(_enemyHealthBar);
             
            _scoreTxt = new FlxText(10, 2, 100);
            add(_scoreTxt);
             
            _score = 0;
             
            _gameOverText = new FlxText(80, 120, 100, "GAME OVER");
            _gameOverText.size = 24;
            _gameOverText.visible = false;
            add(_gameOverText);
             
            _pressZkeyText = new FlxText(88,200, 120, "PRESS Z KEY");
            _pressZkeyText.size = 8;
            _pressZkeyText.visible = false;
            add(_pressZkeyText);
             
            _playerExplosion = new FlxEmitter(FlxG.width * 0.5, FlxG.height * 0.5);
            _playerExplosion.setSize(30,30);
            _playerExplosion.setXSpeed(-300,300);
            _playerExplosion.setYSpeed(-300,300);
            _playerExplosion.setRotation(-720,720);
            _playerExplosion.makeParticles(LogoBmd,650,32,true,0);
            add(_playerExplosion);
        }
         
        override public function update():void
        {
            var bullet:FlxSprite;
            _player.acceleration.x = 0;
            _player.acceleration.y = 0;
             
            if(!_player.exists && FlxG.keys.Z){
                _gameOverText.visible = false;
                _pressZkeyText.visible = false;
                _player.health = PLAYER_MAX_HEALTH;
                _player.exists = true;
            }
             
            if(FlxG.keys.RIGHT){
                _player.acceleration.x = _player.maxVelocity.x *3;
            }
            if(FlxG.keys.LEFT){
                _player.acceleration.x = -_player.maxVelocity.x * 3;
            }
            if(FlxG.keys.UP){
                _player.acceleration.y = -_player.maxVelocity.y *3;
            }
            if(FlxG.keys.DOWN){
                _player.acceleration.y = _player.maxVelocity.y *3;
            }
             
            if(_player.exists && _shotCnt > 2){
                for each(bullet in _bullets.members){
                    if(!bullet.exists){
                        bullet.x = _player.x + 3;
                        bullet.y = _player.y;
                        bullet.velocity.x = 0;
                        bullet.velocity.y = -200;
                        bullet.exists = true;
                        _shotCnt = 0;
                        break;
                    }else{
                         
                    }
                }
            }else{
                _shotCnt++;
            }
             
            var enemyBullet:FlxSprite;
            var enemyBulletShoootCnt:int = 0;
            var enemyBulletRad:Number;
            var direction:Number = 90;
            var enmbulletMax:int = 8;
            var dRad:Number = Math.PI * (enmbulletMax - 1) * 2 / 180.0;
            var currentRad:Number = Math.PI * direction / 180.0 - dRad * (enmbulletMax-1) * 0.5 + Math.sin(_enemyShootOffsetRad) * 0.5;
            var enmBulletVelocity:Number = 50;
            if(_enemyShotCnt > 15){
                for each(enemyBullet in _enemyBullets.members){
                    if(!enemyBullet.exists){
                        enemyBullet.x = _enemy.width * 0.5 + _enemy.x;
                        enemyBullet.y = _enemy.height + _enemy.y;
                        enemyBullet.velocity.x = Math.cos(currentRad) * enmBulletVelocity;
                        enemyBullet.velocity.y = Math.sin(currentRad) * enmBulletVelocity;
                        currentRad += dRad;
                        enemyBulletShoootCnt++;
                        enemyBullet.exists = true;
                        if(enemyBulletShoootCnt >= enmbulletMax){
                            break;
                        }
                    }
                }
                _enemyShotCnt = 0;
                _enemyShootOffsetRad += 0.2;
                if(_enemyShootOffsetRad > Math.PI * 2){
                    _enemyShootOffsetRad -= Math.PI * 2;
                }
            }else{
                _enemyShotCnt++;
            }
             
            super.update();
             
            for each(bullet in _bullets.members){
                if(bullet.exists && bullet.y < 0){
                    bullet.exists = false;
                    bullet.velocity.y = 0;
                }
            }
            for each(enemyBullet in _enemyBullets.members){
                if(enemyBullet.exists){
                    if(enemyBullet.y > FlxG.height
                        || enemyBullet.y < 0
                        || enemyBullet.x < 0
                        || enemyBullet.x > FlxG.width){
                        enemyBullet.exists = false;
                        enemyBullet.velocity.x = 0;
                        enemyBullet.velocity.y = 0;
                    }
                }
            }
             
            var enemyMoveMaxX:int = 20;
            var enemyHalfW:int = _enemy.width * 0.5;
            if(_enemy.x + enemyHalfW < enemyMoveMaxX){
                _enemy.velocity.x = 0;
                _enemy.acceleration.x = 10;
                _enemy.x = enemyMoveMaxX - enemyHalfW;
            }
            if(_enemy.x + enemyHalfW > FlxG.width - enemyMoveMaxX){
                _enemy.velocity.x = 0;
                _enemy.acceleration.x = -10;
                _enemy.x = FlxG.width - enemyMoveMaxX - enemyHalfW;
            }
             
            FlxG.overlap(_enemy, _bullets, onEnemyWithBulletsOverlap);
            FlxG.overlap(_player, _enemyBullets, onPlayerWithEnemyBulletsOverlap);
             
            updateEnemyHealthBar();
             
            if(_player.x < 0){
                _player.x = 0;
            }
            if(_player.x > FlxG.width){
                _player.x = FlxG.width;
            }
            if(_player.y < 0){
                _player.y = 0;
            }
            if(_player.y > FlxG.height){
                _player.y = FlxG.height;
            }
             
            _scoreTxt.text = 'SCORE: ' + _score.toString();
        }
         
        private function updateEnemyHealthBar():void
        {
            var barScale:Number = _enemy.health / MAX_ENEMY_HEALTH;
            if(barScale * (FlxG.width - 20) >= 1){
                _enemyHealthBar.makeGraphic((FlxG.width - 20) * barScale, 3, 0xffff0000);
                _enemyHealthBar.exists = true;
            }else{
                _enemyHealthBar.exists = false;
            }
        }
         
        override public function destroy():void
        {
            super.destroy();
            _player = null;
        }
         
        private function onEnemyWithBulletsOverlap(enemy:FlxSprite, bullet:FlxSprite):void
        {
            enemy.health -= 1;
            enemy.velocity.y = 0;
            enemy.acceleration.y = 0;
            enemy.flicker(0.2);
            bullet.exists = false;
            if(enemy.health < 0){
                enemy.health = MAX_ENEMY_HEALTH;
                enemy.x = 40;
                enemy.y = 40;
                _score += 100000;
            }
            _score += 100;
        }
         
        private function onPlayerWithEnemyBulletsOverlap(player:FlxSprite, enemyBullet:FlxSprite):void
        {
            if(_player.flickering){
                return;
            }
             
            _player.health--;
            _player.flicker(1.0);
            enemyBullet.exists = false;
            if(_player.health <= 0){
                _player.kill();
                _playerExplosion.x = _player.x;
                _playerExplosion.y = _player.y;
                _playerExplosion.start(true, 3);
                _gameOverText.visible = true;
                _pressZkeyText.visible = true;
            }
        }
    }
}
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