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Fleer.as
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Fleer.as
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package {
import flash.display.DisplayObjectContainer;
import flash.display.MovieClip;
import flash.display.Sprite;
import flash.geom.Point;
import flash.geom.Rectangle;
/**
* Shitty Fucking Art Game
* @author Sean Finch
* @version 27APR2011
*/
/* Copyright © 2011 - 2015 Sean Finch
This file is part of Shitty Fucking Art Game.
bang is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
bang is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with bang. If not, see <http://www.gnu.org/licenses>. */
public class Fleer {
private var _parent:DisplayObjectContainer;
private var _background:DisplayObjectContainer;
private var icon:MovieClip;
private var ang:int;
private var prevrot:int;
private var dead:Boolean;
private var health:int;
private var goreBits:Array;
public function Fleer(parent:DisplayObjectContainer, bg:DisplayObjectContainer, pX:int, pY:int) {
goreBits = [];
health = 5;
dead = false;
if (Math.random() > 0.5) {
icon = new guyRun1();
} else {
icon = new guyRun2();
}
_parent = parent;
_background = bg;
icon.x = pX;
icon.y = pY;
ang = -180 + 360 * Math.random();
icon.rotation = ang;
_parent.addChild(icon);
prevrot = 0;
}
public function cleanUp():void {
for each(var g:NublyBlood in goreBits) {
g.cleanUp();
}
goreBits = [];
_parent.removeChild(icon);
icon = null;
}
public function update(p:Sprite, b:Array, dX:Number, dY:Number, pos:int):uint {
var particlesOnScreen:int = pos + goreBits.length;
var cycles:int = 20;
cycles -= Math.round(particlesOnScreen / 500);
if (cycles < 4) {
cycles = 4;
}
for each(var gorelol:NublyBlood in goreBits) {
gorelol.update();
gorelol.scrollX( -dX);
gorelol.scrollY( -dY);
}
if (!dead) {
var vec:Vec = checkIfShot(b, cycles);
var shot:int = vec.power;
if (shot > 0) {
shootSomeBloodEverywhere((5 / (health - shot + 1)) * shot, vec.angle);
health -= shot;
if (health <= 0) {
var px:int = icon.x;
var py:int = icon.y;
_parent.removeChild(icon);
icon = new guyDie();
icon.x = px;
icon.y = py;
icon.rotation = ang;
_parent.addChild(icon);
dead = true;
PeopleParser.killCount += 1;
PeopleParser.Wordle.dialogue.text = PeopleParser.getAStory();
if (!SelectionMemory.soundOff) {
SelectionMemory.sHandler.death.play();
}
} else {
if (!SelectionMemory.soundOff) {
SelectionMemory.sHandler.hurt.play();
}
}
}
icon.x += 5 * Math.cos((ang + 90) * Math.PI / 180);
icon.y += 5 * Math.sin((ang + 90) * Math.PI / 180);
if (((ang + 90) - Math.atan((p.y - icon.y) / (p.x - icon.x) * 180 / Math.PI)) <= 10) {
if (Math.random() < 0.5) {
ang += 20;
} else {
ang -= 20;
}
} else {
var rot:int = -10 + 20 * Math.random();
if (prevrot > 0) { rot += 10 * Math.random(); } else if (prevrot < 0) { rot -= 10 * Math.random(); }
if (rot > 0) { prevrot = 1; } else { prevrot = -1; }
ang += rot;
}
icon.rotation = ang;
}
return goreBits.length;
}
private function shootSomeBloodEverywhere(goreMagnitude:int, angle:int):void {
var gore:int = 10 * (goreMagnitude / 2 + goreMagnitude * Math.random() + 5 * Math.random());
if (goreMagnitude > 15) {
gore *= 2;
}
if (gore < 10) {
gore = 10;
}
for (var i:int = 0; i < gore; i++) {
var chunk:NublyBlood
if (Math.random() > 0.75) {
chunk = new NublyBlood(_background, icon.x, icon.y, angle + 180, goreMagnitude / 8);
} else {
chunk = new NublyBlood(_background, icon.x, icon.y, angle, goreMagnitude);
}
goreBits.push(chunk);
}
}
private function checkIfShot(b:Array, cycles:int):Vec {
for each(var v:Vec in b) {
if (v.position.x - icon.x < 25 && v.position.y - icon.y < 25) {
var shot:Boolean = didIJustGetShotInTheFace(v, cycles, new Rectangle(icon.x - 5, icon.y - 5, 10, 10));
if (shot) {
return v;
}
}
}
return new Vec(new Point(0, 0), 0, 0);
}
private function didIJustGetShotInTheFace(v:Vec, cycles:int, boundingBox:Rectangle):Boolean {
var hitPoint:Point = new Point(v.position.x, v.position.y);
for (var i:int = 0; i < cycles; i++) {
hitPoint.x -= 20 / cycles * Math.cos((v.angle + 90) * Math.PI / 180);
hitPoint.y -= 20 / cycles * Math.sin((v.angle + 90) * Math.PI / 180);
if (boundingBox.containsPoint(hitPoint)) {
return true;
}
}
return false;
}
public function scrollX(a:Number):void {
icon.x += a;
}
public function scrollY(a:Number):void {
icon.y += a;
}
}
}