ステージ試作2

状況

地形の枠を(AAではなく普通の描画で)描くことにした。


物理エンジンを活かしたステージの模索中。「Sleep」を上手く扱えれば、「触れると落下する床」とかが簡単に作れそう。

swf


ショットとコリジョンインタラクティブ案。



コード

//mxmlc Main.as
//author Show=O=Healer

package {
	import Box2D.Dynamics.*;
	import Box2D.Dynamics.Contacts.*;
	import Box2D.Collision.*;
	import Box2D.Collision.Shapes.*;
	import Box2D.Common.Math.*;
	import flash.events.Event;
	import flash.display.*;
	import flash.text.TextField;
	//Input
	import flash.ui.Keyboard;
	import flash.events.KeyboardEvent;
	//AA
	import flash.geom.*;

	[SWF(backgroundColor="#ffffff", width="400", height="300")]
	public class Main extends Sprite {
		//Base Sprite
		private var m_SpriteGame:Sprite;//プレイヤーなどを表示するためのスプライト
		private var m_SpriteInterface:Sprite;//HPの残量などを表示するためのスプライト

		//Player
		private var m_Player:CPlayer;

		//Param

		//ステージの範囲
		public static const RANGE_LX:Number = 0;
		public static const RANGE_RX:Number = 400;
		public static const RANGE_UY:Number = 0;
		public static const RANGE_DY:Number = 300;

		//画面の大きさ
		public static const CAMERA_W:Number = 400;
		public static const CAMERA_H:Number = 300;

		public static const FLOOR_X0:Number = 0;
		public static const FLOOR_X1:Number = 100;
		public static const FLOOR_X2:Number = 300;
		public static const FLOOR_X3:Number = 400;
		public static const FLOOR_UY:Number = 250;
		public static const FLOOR_DY:Number = 370;

		public static const BLOCK_X:Number = 275;
		public static const BLOCK_NUM:int = 10;

		public static const PLAYER_X:Number = 50;
		public static const PLAYER_Y:Number = 220;

		public static const ENEMY_X:Number = 250;
		public static const ENEMY_Y:Number = 220;

		public static const GOAL_X:Number = 350;
		public static const GOAL_Y:Number = 200;

		public static const KEY_R:int = 82;


		public function Main() {
			stage.scaleMode = "noScale";
			stage.align = "TL";

			var text:TextField = new TextField();
			text.text = "CLICK TO START!!!";
			text.x = text.y = 100;
			addChild(text);

			stage.addEventListener("click", function(event:Event):void {
				if(text.visible){
					Init();
				}
				text.visible = false;
			});
		}

		//とりあえず、ちゃんとフォーカスがもらえるように、クリックで開始することにする
		private function Init():void {
			m_SpriteGame = new Sprite();
			addChild(m_SpriteGame);
			m_SpriteInterface = new Sprite();
			addChild(m_SpriteInterface);

			Reset();

			//毎フレームUpdateを呼ぶ
			addEventListener("enterFrame", function(event:Event):void {
				Update();
			});

			//リスタートなどのキーボード処理
			stage.addEventListener(KeyboardEvent.KEY_DOWN, OnKeyDown);
		}

		//リスタートのために、初期化処理と共通部分を分離
		private function Reset():void {
			ObjectManager.Reset();
			PhysManager.Reset();

			{//Left Floor
				var floorL:CFloor = new CFloor(FLOOR_X0, FLOOR_X1, FLOOR_UY, FLOOR_DY);
//				GameObjectManager.Regist(floorL);
				floorL.OnRegist(m_SpriteGame);
			}
			{//Right Floor
				var floorR:CFloor = new CFloor(FLOOR_X2, FLOOR_X3, FLOOR_UY, FLOOR_DY);
//				GameObjectManager.Regist(floorR);
				floorR.OnRegist(m_SpriteGame);
			}
			{//Left Wall
				var wallL:CFloor = new CFloor(FLOOR_X0-10, FLOOR_X0, RANGE_UY, RANGE_DY);
//				GameObjectManager.Regist(wallL);
				wallL.OnRegist(m_SpriteGame);
			}
			{//Right Stopper
				var stopperR:CFloor = new CFloor(FLOOR_X2 + 10, FLOOR_X2 + 20, FLOOR_UY - 40, FLOOR_UY - 30);
//				GameObjectManager.Regist(stopperR);
				stopperR.OnRegist(m_SpriteGame);
			}
			{//Right Stopper2
				var stopperR2:CFloor = new CFloor(FLOOR_X2 + 20, FLOOR_X2 + 30, FLOOR_UY - 10, FLOOR_UY - 0);
//				GameObjectManager.Regist(stopperR2);
				stopperR2.OnRegist(m_SpriteGame);
			}

			{//Fall Block
				var block:CBlock = new CBlock();
				block.SetPos(FLOOR_X2 + 5, FLOOR_UY - CBlock.COLLISION_H/2);
//				GameObjectManager.Regist(floor);
				block.OnRegist(m_SpriteGame);
			}

			{//Player
				m_Player = new CPlayer(stage);
				m_Player.SetPos(PLAYER_X, PLAYER_Y);
//				GameObjectManager.Regist(m_Player);
				m_Player.OnRegist(m_SpriteGame);
			}
/*
			{//Blocks
				for (var i:int = 0; i < BLOCK_NUM; i++) {
					var block:CBlock = new CBlock();
					block.SetPos(BLOCK_X, FLOOR_UY - CBlock.COLLISION_H/2 - i*CBlock.COLLISION_H);
//					GameObjectManager.Regist(floor);
					block.OnRegist(m_SpriteGame);
				}
			}
//*/
/*
			{//Enemy
				var enemy:CEnemy = new CEnemy();
				enemy.SetPos(ENEMY_X, ENEMY_Y);
//				GameObjectManager.Regist(enemy);
				enemy.OnRegist(m_SpriteGame);
			}
//*/
//*
			{//Goal
				var goal:CGoal = new CGoal(m_Player);
				goal.SetPos(GOAL_X, GOAL_Y);
//				GameObjectManager.Regist(floor);
				goal.OnRegist(m_SpriteGame);
			}
//*/
		}

		private function OnKeyDown(event:KeyboardEvent):void{
			if(event.keyCode == KEY_R){
				Reset();
			}
		}

		//=Update=

		public function Update():void {
			var deltaTime:Number = 1.0 / 30.0;

			//=Object
			//プレイヤや弾などのUpdateを呼ぶ
			ObjectManager.Update(deltaTime);

			//=Physics
			//物理エンジンを進める
			PhysManager.Update(deltaTime);

			//=Camera
			UpdateCamera();
/*
			//=Render
			graphics.clear();
			for (var bb:b2Body = PhysManager.Instance.m_World.m_bodyList; bb; bb = bb.m_next) {
				//primitive描画っぽいもの
				for (var s:b2Shape = bb.GetShapeList(); s != null; s = s.GetNext()) {
					DrawShape(s);
				}
			}
//*/
		}

		private function UpdateCamera():void{
			var trgX:Number = m_Player.x - CAMERA_W/2.0;
			var trgY:Number = m_Player.y - CAMERA_H/2.0;

			if(trgX < RANGE_LX){
				trgX = RANGE_LX;
			}
			if(trgY < RANGE_UY){
				trgY = RANGE_UY;
			}
			if(trgX > RANGE_RX - CAMERA_W){
				trgX = RANGE_RX - CAMERA_W;
			}
			if(trgY > RANGE_DY - CAMERA_H){
				trgY = RANGE_DY - CAMERA_H;
			}

			m_SpriteGame.x = -trgX;
			m_SpriteGame.y = -trgY;
		}


		//=Render=
/*
		//判定の可視化などで重宝するので、もうしばらく残しておく
		public function DrawShape(shape:b2Shape):void {
			//box
			if(shape.m_type == b2Shape.e_polyShape) {
				var drawBox:Function = function():void{
					var poly:b2PolyShape = shape as b2PolyShape;
					var tV:b2Vec2 = b2Math.AddVV(poly.m_position, b2Math.b2MulMV(poly.m_R, poly.m_vertices[i]));

					graphics.beginFill(0x999999, 1);
					graphics.lineStyle(1,0xffffff,1);
					graphics.moveTo(tV.x * PhysManager.PHYS_SCALE, tV.y * PhysManager.PHYS_SCALE);

					for (var i:int = 0; i < poly.m_vertexCount; ++i) {
						var v:b2Vec2 = b2Math.AddVV(poly.m_position, b2Math.b2MulMV(poly.m_R, poly.m_vertices[i]));
						graphics.lineTo(v.x * PhysManager.PHYS_SCALE, v.y * PhysManager.PHYS_SCALE);
					}
					graphics.lineTo(tV.x * PhysManager.PHYS_SCALE, tV.y * PhysManager.PHYS_SCALE);

					graphics.endFill();
				};

				drawBox();
			}
		}
//*/
	}
}



import Box2D.Dynamics.*;
import Box2D.Dynamics.Contacts.*;
import Box2D.Collision.*;
import Box2D.Collision.Shapes.*;
import Box2D.Common.Math.*;
import flash.events.Event;
import flash.display.*;
import flash.text.TextField;
//Input
import flash.ui.Keyboard;
import flash.events.KeyboardEvent;
//AA
import flash.geom.*;


//!物理エンジンのWrapper
class PhysManager
{
	//=Phys=
//	private var m_World:b2World;
	public var m_World:b2World;

	//=Param=
	static public const PHYS_SCALE:Number = 10;
	static public const GRAVITY:Number = 20.0;


	//=Singleton=
	private static var __Instance:PhysManager;

	public static function get Instance():PhysManager
	{
		if(__Instance == null){
			__Instance = new PhysManager();
		}

		return __Instance;
	}


	//=Init Physics=
	public function PhysManager(){
		{//Common
			//AABB
			var worldAABB:b2AABB = new b2AABB();
//			worldAABB.minVertex.Set(-100.0, -100.0);
//			worldAABB.maxVertex.Set(100.0, 100.0);
			worldAABB.minVertex.Set((Main.RANGE_LX - 10.0)/PHYS_SCALE, (Main.RANGE_UY - 10.0)/PHYS_SCALE);
			worldAABB.maxVertex.Set((Main.RANGE_RX + 10.0)/PHYS_SCALE, (Main.RANGE_DY + 10.0)/PHYS_SCALE);
			//Gravity
			var g:b2Vec2 = new b2Vec2(0.0, GRAVITY);
			//World
			m_World = new b2World(worldAABB, g, false);
		}
	}


	//=Static Function=

	//コリジョンを実際に作成する
	public static function CreateBody(in_BodyDef:b2BodyDef):b2Body{
		return Instance.m_World.CreateBody(in_BodyDef);
	}

	//コリジョンを削除する
	public static function DestroyBody(in_Body:b2Body):void{
		Instance.m_World.DestroyBody(in_Body);
	}

	//毎フレーム呼んでもらう
	public static function Update(in_DeltaTime:Number):void{
		//物理エンジンをin_DeltaTimeだけ進める
		Instance.m_World.Step(in_DeltaTime, 10);

		//ぶつかっているものを見つけて、対応関数を呼ぶ
		for(var iter:b2Contact = Instance.m_World.GetContactList(); iter != null; iter = iter.GetNext()){
			if(iter.GetManifoldCount() == 0){
				continue;
			}

			var Obj1:IObject = iter.GetShape1().m_body.m_userData as IObject;
			var Obj2:IObject = iter.GetShape2().m_body.m_userData as IObject;

			var Nrm:b2Vec2 = iter.GetManifolds()[0].normal;

			Obj1.OnContact(Obj2,  Nrm.x,  Nrm.y);
			Obj2.OnContact(Obj1, -Nrm.x, -Nrm.y);
		}

		//Spriteへの位置の反映
		for (var bb:b2Body = Instance.m_World.m_bodyList; bb; bb = bb.m_next) {
			if(bb.m_userData != null){
				bb.m_userData.x = bb.m_position.x * PHYS_SCALE;
				bb.m_userData.y = bb.m_position.y * PHYS_SCALE;

				bb.m_userData.rotation = bb.GetRotation() * 360/(2*3.14);
			}
		}
	}


	//全てのオブジェクトを消す
	public static function Reset():void{
		Instance.m_World.CleanBodyList();
	}
}


//!オブジェクトの全体的な管理
class ObjectManager
{
	//=Singleton=
	private static var __Instance:ObjectManager;

	public static function get Instance():ObjectManager
	{
		if(__Instance == null){
			__Instance = new ObjectManager();
		}

		return __Instance;
	}

	//
	private var m_HeadObj:IObject;

	//Objectを登録し、Updateが呼ばれるようにする
	public static function Register(in_Obj:IObject):void{
		if(Instance.m_HeadObj == null){
			Instance.m_HeadObj = in_Obj;
		}else{
			Instance.m_HeadObj.m_PrevObj = in_Obj;
			in_Obj.m_NextObj = Instance.m_HeadObj;
			Instance.m_HeadObj = in_Obj;
		}
	}

	//上ではこれを呼び、各ObjectのUpdateを呼び出す。ついでに消失管理もここで。
	public static function Update(in_DeltaTime:Number):void{
		for(var iter:IObject = Instance.m_HeadObj; iter != null; iter = iter.m_NextObj){
			iter.Update(in_DeltaTime);

			if(iter.IsKilled()){
				if(iter.m_PrevObj == null){
					Instance.m_HeadObj = iter.m_NextObj;
					iter.m_NextObj.m_PrevObj = null;
					iter.m_NextObj = null;
				}else{
					iter.m_PrevObj.m_NextObj = iter.m_NextObj;
					iter.m_NextObj.m_PrevObj = iter.m_PrevObj;
					iter.m_NextObj = null;
				}

				iter.Destroy();
			}
		}
	}

	//全てのオブジェクトを消す
	public static function Reset():void{
		for(var iter:IObject = Instance.m_HeadObj; iter != null; iter = iter.m_NextObj){
			iter.Destroy();
		}

		Instance.m_HeadObj = null;
	}
}


//!プレイヤー、敵、弾の共通インタフェース
class IObject extends Sprite
{
	//==Object==

	//=生成されたらマネージャに自分を登録し、Updateが呼ばれるようにしておく
	public function IObject(){
		ObjectManager.Register(this);
	}

	//=消える処理まわり
	private var m_KillFlag:Boolean = false;

	public function Kill():void{//オブジェクト側は消えたい時にコレを呼ぶ
		m_KillFlag = true;
	}

	public function IsKilled():Boolean{
		return m_KillFlag;
	}

	//Destroy時に呼び出して欲しい処理はこれをオーバライドする
	protected function OnDestruct():void{
	}

	public function Destroy():void{//システム側が、消す時にこれを呼ぶ
		OnDestruct();
		if(m_Body != null){
			PhysManager.DestroyBody(m_Body);
		}
		parent.removeChild(this);
	}

	//=消失管理&Updateの連鎖などで使うためのリスト用パラメータ
	//双方向である必要はない気もする
	public var m_NextObj:IObject;
	public var m_PrevObj:IObject;


	//=ゲーム内に出現する時の処理
	public function OnRegist(in_Parent:DisplayObjectContainer):void{
		m_Graphic = CreateAASprite(m_AA);//m_AAをもとに、実際に描画するものを作成

		if(m_BodyDef != null){
			m_BodyDef.userData = this;//m_Graphic;//物理エンジンに合わせて座標などを更新するために登録
			//Create
			m_BodyDef.position.Set(this.x / PhysManager.PHYS_SCALE, this.y / PhysManager.PHYS_SCALE);
			m_Body = PhysManager.CreateBody(m_BodyDef);//コリジョンの実際の生成
		}

		in_Parent.addChild(this);
	}


	//=HP=
	//自分のHP
	public var m_HP:int = 1;
	//相手に与えるダメージ
	public var m_Damage:int = 0;
	//自分のタイプ
	public var m_Type:int = 0;
	//タイプ一覧
	public static const TYPE_PLAYER:int 		= 0x0001;
	public static const TYPE_PLAYER_BULLET:int 	= 0x0002;
	public static const TYPE_ENEMY:int 			= 0x0004;
	public static const TYPE_ENEMY_BULLET:int 	= 0x0008;
	public static const TYPE_TERRAIN:int 		= 0x0010;
	public static const TYPE_TERRAIN_DAMAGE:int = 0x0011;


	//==Collision==

	//Collision Category
	public static const CATEGORY_PLAYER:int 		= 0x0001;
	public static const CATEGORY_PLAYER_BULLET:int 	= 0x0002;
	public static const CATEGORY_TERRAIN:int 		= 0x0004;
	public static const CATEGORY_BLOCK:int 			= 0x0008;
	public static const CATEGORY_ENEMY:int 			= 0x0010;

	//Collision Param
	protected var m_PhysParam_Density:Number = 1.0;
	protected var m_PhysParam_Friction:Number = 0.0;
//	protected var m_PhysParam_Restitution:Number = 0.0;
	protected var m_PhysParam_CategoryBits:int = 1;//test
	protected var m_PhysParam_MaskBits:int = ~0;

	//Collision Body
	protected var m_BodyDef:b2BodyDef;
	protected var m_Body:b2Body;

	//Create Collision

	//円のコリジョンの作成(準備だけで、実際の生成はOnRegistで行う)
	protected function CreateCollision_Circle(in_R:Number):void{
		//Shape
		var shapeSd:b2CircleDef = new b2CircleDef();
		{
			shapeSd.radius = in_R / PhysManager.PHYS_SCALE;
			shapeSd.density = m_PhysParam_Density;
			shapeSd.friction = m_PhysParam_Friction;
//			shapeSd.restitution = m_PhysParam_Restitution;
			shapeSd.categoryBits = m_PhysParam_CategoryBits;
			shapeSd.maskBits = m_PhysParam_MaskBits;
		}
		//Body
		m_BodyDef = new b2BodyDef();
		{
			m_BodyDef.AddShape(shapeSd);
			m_BodyDef.linearVelocity.Set(m_VX / PhysManager.PHYS_SCALE, m_VY / PhysManager.PHYS_SCALE);
		}
	}

	//四角のコリジョンの作成(準備だけで、実際の生成はOnRegistで行う)
	protected function CreateCollision_Box(in_W:Number, in_H:Number):void{
		//Shape
		var shapeSd:b2BoxDef = new b2BoxDef();
		{
			shapeSd.extents.Set(in_W/2 / PhysManager.PHYS_SCALE, in_H/2 / PhysManager.PHYS_SCALE);
			shapeSd.density = m_PhysParam_Density;
			shapeSd.friction = m_PhysParam_Friction;
//			shapeSd.restitution = m_PhysParam_Restitution;
			shapeSd.categoryBits = m_PhysParam_CategoryBits;
			shapeSd.maskBits = m_PhysParam_MaskBits;
		}
		//Body
		m_BodyDef = new b2BodyDef();
		{
			m_BodyDef.AddShape(shapeSd);
			m_BodyDef.linearVelocity.Set(m_VX / PhysManager.PHYS_SCALE, m_VY / PhysManager.PHYS_SCALE);
		}
	}


	//==Graphic==

	//Graphic Param
	protected var m_AA:String = "X";//グロ・ラグドールのためにも、文字列は別で記憶しておく
	protected var m_Graphic:Sprite;//上のAAをもとに生成されたビットマップ
	protected var m_GraphicW:Number = -1.0;//とりこむ幅(マイナスなら、テキストの大きさに合わせる)
	protected var m_GraphicH:Number = -1.0;

	//Set AA
	protected function SetAA(in_AA:String):void{
		m_AA = in_AA;
	}

	//in_textを(Bitmapによって)表示するSpriteを作成する
	protected function CreateAASprite(in_text:String):Sprite{
		//まずは文字列を普通に表示するものを作成
		var text_field:TextField = new TextField();
		{
			text_field.text = in_text;

			text_field.border = false;
			text_field.x = 0;
			text_field.y = 0;
			if(m_GraphicW > 0.0){
				text_field.width = m_GraphicW;
				text_field.height = m_GraphicH;
			}else{
				text_field.width = 999;
				text_field.height = 999;
			}
		}

		//その内容をビットマップデータとして取り込む
		var bmp_data : BitmapData;
		if(m_GraphicW > 0.0){
			bmp_data = new BitmapData(m_GraphicW, m_GraphicH, true , 0x00000000);
		}else{
			bmp_data = new BitmapData(text_field.textWidth+5, text_field.textHeight+5, true , 0x00000000);
		}
		{
			var matrix : Matrix = new Matrix(1,0,0,1,0,0);
			var color : ColorTransform = new ColorTransform(1,1,1,1,0,0,0,0);
			var rect : Rectangle = new Rectangle(0,0,bmp_data.width,bmp_data.height);
			bmp_data.draw(text_field, matrix, color, BlendMode.NORMAL, rect, true);
		}

		//取り込んだビットマップデータを表示
		var bmp_obj:Bitmap = new Bitmap( bmp_data , PixelSnapping.AUTO , true);
		{
			if(m_GraphicW > 0.0){
				bmp_obj.x = -m_GraphicW*0.5;
				bmp_obj.y = -m_GraphicH*0.5;
			}else{
				bmp_obj.x = -text_field.textWidth*0.5;
				bmp_obj.y = -text_field.textHeight*0.5;
			}
		}

		//さらにそれを表示するスプライトを作成して返す
		var sprite:Sprite = new Sprite();
		{
			addChild(sprite);

			sprite.addChild(bmp_obj);
		}

		return sprite;
	}


	//==Coordinate==

	//Set Position
	public function SetPos(in_X:Number, in_Y:Number):void{
		this.x = in_X;
		this.y = in_Y;
	}

	protected var m_VX:Number = 0.0;
	protected var m_VY:Number = 0.0;
	//Set Velocity
	public function SetVel(in_VX:Number, in_VY:Number):void{
		m_VX = in_VX;
		m_VY = in_VY;

		if(m_BodyDef != null){
			m_BodyDef.linearVelocity.Set(in_VX / PhysManager.PHYS_SCALE, in_VY / PhysManager.PHYS_SCALE);
		}
	}


	//=virtual function=

	//毎フレーム呼ばれる
	public function Update(in_DeltaTime:Number):void{
	}

	//衝突した時に呼ばれる
	public function OnContact(in_Obj:IObject, in_NrmX:Number, in_NrmY:Number):void{
		//in_NrmX > 0.0//自分の右に当たった
		//in_NrmX < 0.0//自分の右に当たった
		//in_NrmY > 0.0//自分の下に当たった
		//in_NrmY < 0.0//自分の上に当たった
	}
}


//!プレイヤー
class CPlayer extends IObject
{
	//=Param=
	static public const COLLISION_R:Number = 15.0;
	static public const PLAYER_VX:Number = 10;
	static public const PLAYER_VY:Number = 15;
	public static const BULLET_V:Number = 200;

	//=Input=
	private var m_InputL:int = 0;
	private var m_InputR:int = 0;
	private var m_InputU:int = 0;
	private var m_InputD:int = 0;
	private var m_InputSpace:int = 0;

	static public const KEY_S:int = 83;

	//==
	protected var m_Dir:Number = 1.0;//右向きなら1、左向きなら-1
	protected var m_GroundFlag:Boolean = false;

	public function CPlayer(in_Stage:Stage)
	{
		//Collision
		m_PhysParam_Density = 2;
		m_PhysParam_Friction = 0.0;
//		m_PhysParam_Restitution = 0.0;
		m_PhysParam_CategoryBits = CATEGORY_PLAYER;
		m_PhysParam_MaskBits = CATEGORY_TERRAIN | CATEGORY_BLOCK | CATEGORY_ENEMY;

		CreateCollision_Circle(COLLISION_R);

		//Graphic
		SetAA("┏(^o^)┛\n     ┛┓");

		//Type
		m_Type = TYPE_PLAYER;

		{//Init Input
			in_Stage.addEventListener(KeyboardEvent.KEY_DOWN, OnKeyDown);
			in_Stage.addEventListener(KeyboardEvent.KEY_UP, OnKeyUp);
			//プレイヤが消える時に、removeしたい
		}

	}

	override protected function OnDestruct():void{
		stage.removeEventListener(KeyboardEvent.KEY_DOWN, OnKeyDown);
		stage.removeEventListener(KeyboardEvent.KEY_UP, OnKeyUp);
	}

	override public function Update(in_DeltaTime:Number):void{
		{//player update
			//入力にしたがって動かす
			m_Body.m_linearVelocity.x = PLAYER_VX * (m_InputR - m_InputL);
			if(m_GroundFlag && m_InputU > 0){
				m_Body.m_linearVelocity.y = -PLAYER_VY;
			}

			m_GroundFlag = false;
		}

		//死亡判定
		var deadFlag:Boolean = false;
		if(m_HP <= 0){
			//ダメージ死
			deadFlag = true;
		}
		if(this.y > Main.RANGE_DY){
			//落下死
			deadFlag = true;
		}
		if(deadFlag){
			//ティウンティウンティウンを表示
			for(var i:int = 0; i < 8; ++i){
				var v:Number = 50.0;
				var vx:Number = v * Math.cos(2.0*Math.PI * i/8.0);
				var vy:Number = v * Math.sin(2.0*Math.PI * i/8.0);
				var playerDeadEffect:CPlayerDeadEffect = new CPlayerDeadEffect(vx, vy);
				playerDeadEffect.SetPos(this.x, this.y);
		//		GameObjectManager.Regist(playerDeadEffect);
				playerDeadEffect.OnRegist(parent);
			}

			Kill();
		}
	}

	public function OnGoal():void{
		//ゴール判定に触れたら呼ばれる

		//昇天グラフィックを表示
		var playerOnGoal:CPlayerOnGoal = new CPlayerOnGoal();
		playerOnGoal.SetPos(this.x, this.y);
//		GameObjectManager.Regist(playerOnGoal);
		playerOnGoal.OnRegist(parent);

		//こいつ自身は消える
		Kill();
	}


	//=Input=
	private function OnKeyDown(event:KeyboardEvent):void{
		if(event.keyCode == Keyboard.LEFT){
			m_InputL = 1;
			m_Dir = -1.0;
			m_Graphic.scaleX = -1;
		}
		if(event.keyCode == Keyboard.RIGHT){
			m_InputR = 1;
			m_Dir = 1.0;
			m_Graphic.scaleX = 1;
		}
		if(event.keyCode == Keyboard.UP){
			m_InputU = 1;
		}
		if(event.keyCode == Keyboard.DOWN){
			m_InputD = 1;
		}
		if(event.keyCode == Keyboard.SPACE){
			m_InputSpace = 1;
		}
		if(event.keyCode == KEY_S){
			//ここで生成してしまう
			Shot();
		}
	}
	private function OnKeyUp(event:KeyboardEvent):void{
		if(event.keyCode == Keyboard.LEFT){
			m_InputL = 0;
		}
		if(event.keyCode == Keyboard.RIGHT){
			m_InputR = 0;
		}
		if(event.keyCode == Keyboard.UP){
			m_InputU = 0;
		}
		if(event.keyCode == Keyboard.DOWN){
			m_InputD = 0;
		}
		if(event.keyCode == Keyboard.SPACE){
			m_InputSpace = 0;
		}
	}


	//=Shot=

	//弾の生成
	private function Shot():void{
		var x:Number = this.x + m_Dir*20.0/PhysManager.PHYS_SCALE;
		var y:Number = this.y - COLLISION_R/PhysManager.PHYS_SCALE;
		var vx:Number = m_Dir * BULLET_V;
		var vy:Number = 0.0;

		var bullet:CBullet = new CBullet();
		bullet.SetPos(x, y);
		bullet.SetVel(vx, vy);
//		GameObjectManager.Regist(bullet);
		bullet.OnRegist(parent);
	}



	//衝突した時に呼ばれる
	override public function OnContact(in_Obj:IObject, in_NrmX:Number, in_NrmY:Number):void{
		if(in_NrmY > 0.707){//45度より平坦な坂の上でないとジャンプできない
			m_GroundFlag = true;
		}
	}

}


//!プレイヤー死亡時のエフェクト(ティウンティウンティウン)
class CPlayerDeadEffect extends IObject
{
	//=Param=
	static public const ALPHA_INTERVAL:Number = 0.5;

	private var m_Timer:Number = 0.0;

	public function CPlayerDeadEffect(in_VX:Number, in_VY:Number)
	{
		m_VX = in_VX;
		m_VY = in_VY;

		//Collision
		//なし

		//Graphic
		SetAA("◎");
	}

	override public function Update(in_DeltaTime:Number):void{
		this.x += m_VX * in_DeltaTime;
		this.y += m_VY * in_DeltaTime;

		m_Timer += in_DeltaTime;
		this.alpha = 0.6 - 0.4*Math.cos(2.0*Math.PI * m_Timer/ALPHA_INTERVAL);
	}
}


//!ゴール時のプレイヤー表示
class CPlayerOnGoal extends IObject
{
	//=Param=
	static public const HEAVEN_VY:Number = -80.0;
	static public const HEAVEN_H:Number = -15.0;

	public function CPlayerOnGoal()
	{
		//Collision
		//なし

		//Graphic
		SetAA("    ⊂⊃    \n\(^o^)/");
	}

	override public function Update(in_DeltaTime:Number):void{
		if(this.y < HEAVEN_H){
			return;
		}

		this.y += HEAVEN_VY * in_DeltaTime;

		if(this.y < HEAVEN_H){
			CreateAASprite("\n\n\n\n/\\nオワタ!");
		}
	}
}


//!プレイヤーの弾
class CBullet extends IObject
{
	//=Param=
	static public const COLLISION_R:Number = 5.0;

	public function CBullet()
	{
		//Collision
		m_PhysParam_Density = 10;
		m_PhysParam_Friction = 0.2;
//		m_PhysParam_Restitution = 0.9;
		m_PhysParam_CategoryBits = CATEGORY_PLAYER_BULLET;
		m_PhysParam_MaskBits = CATEGORY_TERRAIN | CATEGORY_BLOCK | CATEGORY_ENEMY;

		CreateCollision_Circle(COLLISION_R);

		//Graphic
		SetAA("o");

		//Type
		m_Type = TYPE_PLAYER_BULLET;

		//Damage
		m_Damage = 1;
	}

	//何かに当たっても少しの間だけ残って、他の物体を動かすようにする
	override public function Update(in_DeltaTime:Number):void{
		//重力を相殺するような力をかけることで浮きながら移動
		AntiGravity(PhysManager.GRAVITY);
	}

	//浮きながら移動するために、重力と反対方向の力をかける
	public function AntiGravity(in_Gravity:Number):void{
		m_Body.m_force.Add(b2Math.MulFV(m_Body.GetMass(), new b2Vec2(0.0, -in_Gravity)));
	}

	//衝突した時に呼ばれる
	override public function OnContact(in_Obj:IObject, in_NrmX:Number, in_NrmY:Number):void{
		if(in_Obj.m_Type == TYPE_ENEMY){
			in_Obj.m_HP -= m_Damage;
		}

		Kill();
	}
}


//!敵
class CEnemy extends IObject
{
	//=Param=
	static public const COLLISION_R:Number = 20.0;

	public function CEnemy()
	{
		//Collision
		m_PhysParam_Density = 2;
		m_PhysParam_Friction = 0.0;
//		m_PhysParam_Restitution = 0.9;
		m_PhysParam_CategoryBits = CATEGORY_ENEMY;
		m_PhysParam_MaskBits = CATEGORY_TERRAIN | CATEGORY_BLOCK | CATEGORY_PLAYER | CATEGORY_PLAYER_BULLET;

		CreateCollision_Circle(COLLISION_R);

		//Graphic
		SetAA(" / ̄\ \n| ^o^ |\n \_/");

		//Type
		m_Type = TYPE_ENEMY;

		//HP
		m_HP = 3;

		//Damage
		m_Damage = 1;
	}

	override public function Update(in_DeltaTime:Number):void{
		//死亡判定
		if(m_HP <= 0){
			Kill();
		}
	}

	//衝突した時に呼ばれる
	override public function OnContact(in_Obj:IObject, in_NrmX:Number, in_NrmY:Number):void{
		if(in_Obj.m_Type == TYPE_PLAYER){
			in_Obj.m_HP -= m_Damage;
		}
	}
}


//!床
class CFloor extends IObject
{
	public function CFloor(in_LX:Number, in_RX:Number, in_UY:Number, in_DY:Number)
	{
		var width:Number = in_RX - in_LX;
		var height:Number = in_DY - in_UY;

		m_GraphicW = width;
//		m_GraphicH = height + 25;
		m_GraphicH = height;

		//Collision
		{
			m_PhysParam_Density = 0.0;//Fix
			m_PhysParam_Friction = 0.0;
	//		m_PhysParam_Restitution = 0.9;
			m_PhysParam_CategoryBits = CATEGORY_TERRAIN;

			CreateCollision_Box(width, height);
		}

		//Graphic
		{
			var aa:String = "";

			//幅に応じて、AA用の文字列を供給する
//			var floor_top:String = "___";
			var floor1:String = "\^o^/";
			var floor2:String = "/^o^\";
//			var floor_bottom:String = " ̄ ̄ ̄";
			for(var w:Number = 40.0; w <= width; w += 60.0){
//				floor_top += "_____";
				floor1 += "^o^\^o^/";
				floor2 += "^o^/^o^\";
//				floor_bottom += " ̄ ̄ ̄ ̄ ̄";
			}

//			aa += floor_top;
//			aa += "\n";

			var flag:Boolean = true;
//			for(var h:Number = 5.0; h <= height; h += 15.0){
			for(var h:Number = 0.0; h <= height; h += 15.0){
				if(flag){
					aa += floor1;
				}else{
					aa += floor2;
				}
				aa += "\n";

				flag = !flag;
			}

//			aa += floor_bottom;

			SetAA(aa);
		}
		{//枠
			var shape:Shape = new Shape();
			addChild(shape);

			shape.x = -width/2.0;
			shape.y = -height/2.0;

			shape.graphics.lineStyle(1, 0x00000000, 1.0);
			shape.graphics.beginFill(0xFFFFFF, 0.0);
			shape.graphics.drawRect(0, 0, width, height);
		}

		//Type
		{
			m_Type = TYPE_TERRAIN;
		}

		//Position
		{
			SetPos((in_LX+in_RX)/2.0, (in_UY+in_DY)/2.0);
		}
	}
}


//!ブロック
class CBlock extends IObject
{
	//=Param=
	static public const COLLISION_W:Number = 10.0;
	static public const COLLISION_H:Number = 250.0;

	public function CBlock()
	{
		//Collision
		m_PhysParam_Density = 1.0;
		m_PhysParam_Friction = 0.5;
//		m_PhysParam_Restitution = 0.9;
		m_PhysParam_CategoryBits = CATEGORY_BLOCK;

		CreateCollision_Box(COLLISION_W, COLLISION_H);

		//Graphic
		SetAA("");
		{//枠
			var shape:Shape = new Shape();
			addChild(shape);

			shape.x = -COLLISION_W/2.0;
			shape.y = -COLLISION_H/2.0;

			shape.graphics.lineStyle(1, 0x00000000, 1.0);
			shape.graphics.beginFill(0xFFFFFF, 0.0);
			shape.graphics.drawRect(0, 0, COLLISION_W, COLLISION_H);
		}

		//Type
		m_Type = TYPE_TERRAIN;

	}
}


//!ゴール
class CGoal extends IObject
{
	//
	private var m_Player:CPlayer;

	//=Param=
	static public const COLLISION_R:Number = 20.0;

	public function CGoal(in_Player:CPlayer)
	{
		m_Player = in_Player;

		//Collision
		//なし

		//Graphic
		SetAA("____\n|  GOAL  |\n ̄ ̄ ̄ ̄");
	}

	override public function Update(in_DeltaTime:Number):void{
		if(m_Player == null){
			//すでにゴールした
			return;
		}

		var gapX:Number = m_Player.x - this.x;
		var gapY:Number = m_Player.y - this.y;
		if(Math.sqrt(gapX*gapX + gapY*gapY) < COLLISION_R){
			m_Player.OnGoal();
			m_Player = null;
		}
	}
}