flash拼图源代码


package {
	import flash.display.*;
	import flash.events.*;
	import flash.net.URLRequest;
	import flash.geom.*;
	import flash.utils.Timer;
	
	public class JigsawPuzzle extends MovieClip {
		// number of pieces
		const numPiecesHoriz:int = 3;
		const numPiecesVert:int = 3;
		
		// size of pieces
		var pieceWidth:Number;
		var pieceHeight:Number;

		// game pieces
		var puzzleObjects:Array;
		
		// two levels of sprites
		var selectedPieces:Sprite;
		var otherPieces:Sprite;
		
		// pieces being dragged
		var beingDragged:Array  = new Array();
		
		// load picture and set up sprites
		public function startJigsawPuzzle() {
			// load the bitmap
			loadBitmap("jigsawimage.jpg");
			
			// set up two sprites
			otherPieces = new Sprite();
			selectedPieces = new Sprite();
			addChild(otherPieces);
			addChild(selectedPieces); // selected on top
		}
		
		// get the bitmap from an external source
		public function loadBitmap(bitmapFile:String) {
			var loader:Loader = new Loader();
			loader.contentLoaderInfo.addEventListener(Event.COMPLETE, loadingDone);
			var request:URLRequest = new URLRequest(bitmapFile);
			loader.load(request);
		}
		
		// bitmap done loading, cut into pieces
		private function loadingDone(event:Event):void {
			// create new image to hold loaded bitmap
			var image:Bitmap = Bitmap(event.target.loader.content);
			pieceWidth = Math.floor((image.width/numPiecesHoriz)/10)*10;
			pieceHeight = Math.floor((image.height/numPiecesVert)/10)*10;
			
			// place loaded bitmap in image
			var bitmapData:BitmapData = image.bitmapData;
			
			// cut into puzzle pieces
			makePuzzlePieces(bitmapData);
			
			// set up movement and mouse up events
			addEventListener(Event.ENTER_FRAME,movePieces);
			stage.addEventListener(MouseEvent.MOUSE_UP,liftMouseUp);
		}
		
		// cut bitmap into pieces
		private function makePuzzlePieces(bitmapData:BitmapData) {
			puzzleObjects = new Array();
			for(var x:uint=0;x<numPiecesHoriz;x++) {
				for (var y:uint=0;y<numPiecesVert;y++) {
					// create new puzzle piece bitmap and sprite
					var newPuzzlePieceBitmap:Bitmap = new Bitmap(new BitmapData(pieceWidth,pieceHeight));
					newPuzzlePieceBitmap.bitmapData.copyPixels(bitmapData,new Rectangle(x*pieceWidth,y*pieceHeight,pieceWidth,pieceHeight),new Point(0,0));
					var newPuzzlePiece:Sprite = new Sprite();
					newPuzzlePiece.addChild(newPuzzlePieceBitmap);
					
					// place in bottom sprite
					otherPieces.addChild(newPuzzlePiece);
					
					// create object to store in array
					var newPuzzleObject:Object = new Object();
					newPuzzleObject.loc = new Point(x,y); // location in puzzle
					newPuzzleObject.dragOffset = null; // offset from cursor
					newPuzzleObject.piece = newPuzzlePiece;
					newPuzzlePiece.addEventListener(MouseEvent.MOUSE_DOWN,clickPuzzlePiece);
					puzzleObjects.push(newPuzzleObject);
				}
			}
			
			// randomize locations of pieces
			shufflePieces();
			
		}
		
		// random locations for the pieces
		public function shufflePieces() {
			// pick random x and y
			for(var i in puzzleObjects) {
				puzzleObjects[i].piece.x = Math.random()*400+50;
				puzzleObjects[i].piece.y = Math.random()*250+50;
			}
			// lock all pieces to 10x10 grid
			lockPiecesToGrid();
		}
		
		public function clickPuzzlePiece(event:MouseEvent) {
			// click location
			var clickLoc:Point = new Point(event.stageX, event.stageY);
			
			beingDragged = new Array();
			
			// find piece clicked
			for(var i in puzzleObjects) {
				if (puzzleObjects[i].piece == event.currentTarget) { // this is it
					// add to drag list
					beingDragged.push(puzzleObjects[i]);
					// get offset from cursor
					puzzleObjects[i].dragOffset = new Point(clickLoc.x - puzzleObjects[i].piece.x, clickLoc.y - puzzleObjects[i].piece.y);
					// move from bottom sprite to top one
					selectedPieces.addChild(puzzleObjects[i].piece);
					// find other pieces locked to this one
					findLockedPieces(i,clickLoc);
					break;
				}
			}
		}
		
		// move all selected pieces according to mouse location
		public function movePieces(event:Event) {
			for (var i in beingDragged) {
				beingDragged[i].piece.x = mouseX - beingDragged[i].dragOffset.x;
				beingDragged[i].piece.y = mouseY - beingDragged[i].dragOffset.y;
			}
		}

		// find pieces that should move together
		public function findLockedPieces(clickedPiece:uint, clickLoc:Point) {
			// get list of puzzle objects sorted by distance to the clicked object
			var sortedObjects:Array = new Array();
			for (var i in puzzleObjects) {
				if (i == clickedPiece) continue;
				sortedObjects.push({dist: Point.distance(puzzleObjects[clickedPiece].loc,puzzleObjects[i].loc), num: i});
			}
			sortedObjects.sortOn("dist",Array.DESCENDING);
			
			// loop until all linked piece found
			do {
				var oneLinkFound:Boolean = false;
				// look at each object, starting with closest
				for(i=sortedObjects.length-1;i>=0;i--) {
					var n:uint = sortedObjects[i].num; // actual object number
					// get the position relative to the clicked object
					var diffX:int = puzzleObjects[n].loc.x - puzzleObjects[clickedPiece].loc.x;
					var diffY:int = puzzleObjects[n].loc.y - puzzleObjects[clickedPiece].loc.y;
					// see if this object is appropriately placed to be locked to the clicked one
					if (puzzleObjects[n].piece.x == (puzzleObjects[clickedPiece].piece.x + pieceWidth*diffX)) {
						if (puzzleObjects[n].piece.y == (puzzleObjects[clickedPiece].piece.y + pieceHeight*diffY)) {
							// see if this object is adjacent to one already selected
							if (isConnected(puzzleObjects[n])) {
								// add to selection list and set offset
								beingDragged.push(puzzleObjects[n]);
								puzzleObjects[n].dragOffset = new Point(clickLoc.x - puzzleObjects[n].piece.x, clickLoc.y - puzzleObjects[n].piece.y);
								// move to top sprite
								selectedPieces.addChild(puzzleObjects[n].piece);
								// link found, remove from array
								oneLinkFound = true;
								sortedObjects.splice(i,1);
							}
						}
					}
				}
			} while (oneLinkFound);
		}
		
		// takes an object and determines if it is directly next to one already selected
		public function isConnected(newPuzzleObject:Object):Boolean {
			for(var i in beingDragged) {
				var horizDist:int = Math.abs(newPuzzleObject.loc.x - beingDragged[i].loc.x);
				var vertDist:int = Math.abs(newPuzzleObject.loc.y - beingDragged[i].loc.y);
				if ((horizDist == 1) && (vertDist == 0)) return true;
				if ((horizDist == 0) && (vertDist == 1)) return true;
			}
			return false;
		}
		
		// stage sends mouse up event, drag is over
		public function liftMouseUp(event:MouseEvent) {
			// lock all pieces back to grid
			lockPiecesToGrid();
			// move pieces back to bottom sprite
			for(var i in beingDragged) {
				otherPieces.addChild(beingDragged[i].piece);
			}
			// clear drag array
			beingDragged = new Array();
			
			// see if the game is over
			if (puzzleTogether()) {
				cleanUpJigsaw();
				gotoAndStop("gameover");
			}
		}
		
		// take all pieces and lock them to the nearest 10x10 location
		public function lockPiecesToGrid() {
			for(var i in puzzleObjects) {
				puzzleObjects[i].piece.x = 10*Math.round(puzzleObjects[i].piece.x/10);
				puzzleObjects[i].piece.y = 10*Math.round(puzzleObjects[i].piece.y/10);
			}
		}
		
		public function puzzleTogether():Boolean {
			for(var i:uint=1;i<puzzleObjects.length;i++) {
				// get the position relative to the first object
				var diffX:int = puzzleObjects[i].loc.x - puzzleObjects[0].loc.x;
				var diffY:int = puzzleObjects[i].loc.y - puzzleObjects[0].loc.y;
				// see if this object is appropriately placed to be locked to the first one
				if (puzzleObjects[i].piece.x != (puzzleObjects[0].piece.x + pieceWidth*diffX)) return false;
				if (puzzleObjects[i].piece.y != (puzzleObjects[0].piece.y + pieceHeight*diffY)) return false
			}
			return true;
		}
					
		public function cleanUpJigsaw() {
			removeChild(selectedPieces);
			removeChild(otherPieces);
			selectedPieces = null;
			otherPieces = null;
			puzzleObjects = null;
			beingDragged = null;
			removeEventListener(Event.ENTER_FRAME,movePieces);
			stage.removeEventListener(MouseEvent.MOUSE_UP,liftMouseUp);
		}
		
	}
}

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