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January 16, 2014 23:12
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Push-flag demo
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/* | |
Copyright (c) 2003-2004 Danko Kozar | |
Permission is hereby granted, free of charge, to any person obtaining a copy | |
of this software and associated documentation files (the "Software"), to deal | |
in the Software without restriction, including without limitation the rights | |
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell | |
copies of the Software, and to permit persons to whom the Software is | |
furnished to do so, subject to the following conditions: | |
The above copyright notice and this permission notice shall be included in | |
all copies or substantial portions of the Software. | |
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR | |
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, | |
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE | |
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER | |
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, | |
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN | |
THE SOFTWARE. | |
*/ | |
numberOfObjects = 0; | |
level = 0; | |
numberOfLives = 99; | |
roomx = 800; | |
roomy = 600; | |
linkedList = Array(); | |
// --- drawing -------------------------------- | |
stil = function (a, b, c) { | |
// stil a,b,c: širina linije, boja, alpha | |
lineStyle(a, b, c); | |
}; | |
plot = function (x, y) { | |
// koordinate | |
moveTo(x, y); | |
}; | |
draw = function (x, y) { | |
// koordinate | |
lineTo(x, y); | |
}; | |
stil(2, 0x777777, 100); | |
plot(0, 0); | |
draw(roomx, 0); | |
draw(roomx, roomy); | |
draw(0, roomy); | |
draw(0, 0); | |
// ------------------------------------ | |
function hitTest2(obj1, obj2) { | |
if ((Math.abs((obj1.x+obj1.a/2)-(obj2.x+obj2.a/2))<(obj1.a+obj2.a)/2) and (Math.abs((obj1.y+obj1.b/2)-(obj2.y+obj2.b/2))<(obj1.b+obj2.b)/2)) { | |
//trace("Hit"); | |
return (true); | |
} | |
} | |
function WallTest(obj) { | |
if ((Math.abs((obj.x+obj.a/2)-roomx)<(obj.a/2)) or (Math.abs((obj.x+obj.a/2))<(obj.a/2)) or (Math.abs((obj.y+obj.b/2)-roomy)<(obj.b/2)) or (Math.abs((obj.y+obj.b/2))<(obj.b/2))) { | |
//trace("WallTest"); | |
return (true); | |
} | |
} | |
function Die() { | |
numberOfLives--; | |
if (numberOfLives<=0) { | |
numberOfLives = 99; | |
} | |
} | |
function Control(object) { | |
if (Key.isDown(Key.LEFT)) { | |
object.push |= 2; | |
} else if (Key.isDown(Key.RIGHT)) { | |
object.push |= 8; | |
} else if (Key.isDown(Key.UP)) { | |
object.push |= 4; | |
} else if (Key.isDown(Key.DOWN)) { | |
object.push |= 1; | |
} | |
} | |
function object(instance, clip, x, y, a, b, move, turn, poss, slide, push, lthl, speed) { | |
this.x = x; | |
this.y = y; | |
this.a = a; | |
this.b = b; | |
this.clip = clip; | |
this.instance = instance; | |
this.push = push | move; | |
this.poss = poss; | |
this.slide = slide; | |
this.turn = turn; | |
this.move = move; | |
this.lthl = lthl; | |
this.speed = speed; | |
this.init = function() { | |
linkedList.push(this); | |
_root.level++; | |
attachMovie(this.clip, this.instance, _root.level); | |
setProperty(this.instance, _x, this.x); | |
setProperty(this.instance, _y, this.y); | |
numberOfObjects++; | |
}; | |
this.placeIt = function() { | |
setProperty(this.instance, _x, this.x); | |
setProperty(this.instance, _y, this.y); | |
}; | |
this.pushIt = function(flag) { | |
this.push = flag; | |
}; | |
this.pushed = function() { | |
if ((this.push) != 0) { | |
//trace("pushed "+this); | |
return (true); | |
} else { | |
return (false); | |
} | |
}; | |
this.zeroOrSlide = function() { | |
//trace("Micem "+object); | |
this.placeIt(); | |
// ako predmet moze slideati, push flag mu ostaje setiran (ako je slide flag nula, onda postaje nula) | |
this.push &= this.slide; | |
}; | |
this.turnOn = function() { | |
switch (this.turn) { | |
case 1 : | |
// if move-flag is 1, it becomes 16, so it shifts to the right | |
if (this.move == 1) { | |
this.move = 16; | |
} | |
// 1 bit to the right | |
this.move >>= 1; | |
break; | |
case 2 : | |
// if move-flag is 16, it becomes 1, so it shifts to the left | |
// 1 bit to the left | |
this.move <<= 1; | |
if (this.move == 16) { | |
this.move = 1; | |
} | |
break; | |
} | |
}; | |
this.say = function(text) { | |
_root.level++; | |
eval(this.instance).swapDepths(_root.level); | |
eval(this.instance).cloud.text = text.toUpperCase(); | |
eval(this.instance).cloud.gotoAndPlay("start"); | |
}; | |
this.moveObject = function() { | |
// povecava koordinate ovisno o push-flagu | |
this.x += ((((this.push & this.poss & 8) >> 3)-((this.push & this.poss & 2) >> 1)))*this.speed; | |
this.y += (((this.push & this.poss & 1)-((this.push & this.poss & 4) >> 2)))*this.speed; | |
// testiranje hitTesta sa zidom | |
if (WallTest(this)) { | |
// ako je WallTest | |
// vraca koordinate naseg objecta natrag, jer se ne moze pomaknuti | |
this.x -= ((((this.push & 8) >> 3)-((this.push & 2) >> 1)))*this.speed; | |
this.y -= (((this.push & 1)-((this.push & 4) >> 2)))*this.speed; | |
// ponistava push flag naseg objecta | |
this.push = 0; | |
// skretanje - ukoliko object ima setiran move flag | |
if (this.move != 0) { | |
this.turnOn(); | |
} | |
} | |
// testiranje medjusobnog hitTest2a | |
// prelazi listu objekata | |
for (i=0; i<numberOfObjects; i++) { | |
that = linkedList[i];; | |
// a ako to nije taj isti object... | |
if (that != this) { | |
// provjerava hitTest2 s njim | |
if (hitTest2(this, that)) { | |
that.say("I WAS HIT\nBY "+this.instance); | |
this.say("I BUMPED\nINTO "+that.instance); | |
// ako je object je smrtonosan, a hitTest2 je s likom ---> lik je mrtav | |
if (that == object1) { | |
if (this.lthl) { | |
Die(); | |
} | |
} | |
// ako je object lik, a hitTest2 je sa smrtonosnim objectom ---> lik je mrtav | |
if (this == object1) { | |
if (that.lthl) { | |
Die(); | |
} | |
} | |
// ako je hitTest2 - prenosi svoj impuls na taj object (setira push flag) | |
that.push = this.push; | |
// vraca koordinate naseg objecta natrag, jer se ne moze pomaknuti | |
this.x -= ((((this.push & 8) >> 3)-((this.push & 2) >> 1)))*this.speed; | |
this.y -= (((this.push & 1)-((this.push & 4) >> 2)))*this.speed; | |
// ponistava push flag naseg objecta | |
this.push = 0; | |
// skretanje - ukoliko object ima setiran move flag | |
if (this.move != 0) { | |
this.turnOn(); | |
} | |
} | |
} | |
} | |
this.placeIt(); | |
// ako predmet moze slideati, push flag mu ostaje setiran (ako je slide flag nula, onda postaje nula) | |
this.push &= this.slide; | |
//trace("Može se pomaknuti object "+i); | |
return (true); | |
}; | |
} | |
// --- initialization ---------------------------- | |
// main character | |
object1 = new object("player", "MC1", 100, 100, 100, 100, 0, 0, 15, 0, 0, 0, 5); | |
object1.init(); | |
object2 = new object("object1", "MC2", 500, 100, 50, 200, 0, 0, 15, 0, 0, 0, 5); | |
object2.init(); | |
object3 = new object("object2", "MC3", 300, 250, 150, 50, 0, 0, 10, 10, 0, 0, 5); | |
object3.init(); | |
object4 = new object("object3", "MC4", 300, 350, 100, 50, 0, 0, 5, 0, 0, 0, 5); | |
object4.init(); | |
object5 = new object("object4", "MC5", 150, 250, 100, 200, 0, 0, 15, 0, 0, 0, 5); | |
object5.init(); | |
object10 = new object("object5", "MC7", 500, 350, 100, 100, 0, 0, 15, 0, 0, 0, 5); | |
object10.init(); | |
// enemies | |
object6 = new object("enemy1", "MC6", 400, 50, 100, 100, 2, 1, 15, 0, 0, 1, 3); | |
object6.init(); | |
object7 = new object("enemy2", "MC6", 600, 350, 100, 100, 2, 2, 15, 0, 0, 1, 3); | |
object7.init(); | |
object8 = new object("enemy3", "MC6", 550, 500, 100, 100, 1, 1, 15, 0, 0, 1, 5); | |
object8.init(); | |
object9 = new object("enemy4", "MC6", 300, 450, 100, 100, 8, 2, 15, 0, 0, 1, 2); | |
object9.init(); | |
// --- main program loop ---------------------------- | |
this.onEnterFrame = function() { | |
Control(object1); | |
for (j=1; j<=numberOfObjects; j++) { | |
// za svaki object OR-amo push i move flag | |
with (eval("object"+j)) { | |
push |= move; | |
// ako je za taj object push flag aktiviran | |
if (pushed()) { | |
// i ako se moze pomaknuti u tom smjeru | |
moveObject(); | |
} | |
} | |
} | |
}; |
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