forked from: forked from: ぷよんぷよんな栗様
/**
* Copyright tamac123 ( http://wonderfl.net/user/tamac123 )
* MIT License ( http://www.opensource.org/licenses/mit-license.php )
* Downloaded from: http://wonderfl.net/c/1SeL
*/
// forked from tamac123's forked from: ぷよんぷよんな栗様
// forked from fumix's ぷよんぷよんな栗様
/*
ぷよんぷよんな栗様
元ネタ
画像を行列で変形:てらこ23で発表したものの説明2
http://wonderfl.net/code/e56e31f395e7f7457464b00111a6dab5aadc3c7f
ぷよんぷよんな動き:Grid
http://wonderfl.net/code/b287f881a7e6e1f5c6f71d441134b7672dcc4884
どうしても、行列での画像変形がうまくいかずヒビが入ってしまいます涙
一回Bitmapに書き出さず、一気に変換かければうまくいくと思うのですが・・・
*/
package
{
import flash.display.BitmapData;
import flash.display.Loader;
import flash.display.Sprite;
import flash.events.Event;
import flash.events.MouseEvent;
import flash.geom.Matrix;
import flash.geom.Point;
import flash.net.URLRequest;
import flash.system.LoaderContext;
//import net.hires.debug.Stats;
[SWF(width = "465", height = "465", frameRate = "30", backgroundColor = "0x000000")]
public class puyon extends Sprite
{
private var _container:Sprite;
private var _canvas:Sprite;
private var _bmdCurrent:BitmapData;
private var _stageW:Number = 465;
private var _stageH:Number = 465;
private var _w:Number;
private var _cP0:CirclePoint;
private var _cP1:CirclePoint;
private var _cP2:CirclePoint;
private var _cP3:CirclePoint;
private var _matrixArrayCurrent:Array;
//分割数。増やせば細かくなるが、画像変換がうまくいってないので、増やすとヒビが大きくなるだけ・・・
private var Pice:int = 5;
private var Reaction:uint = 100;
private var spring:Number = 0.65;
private var friction:Number = 0.75;
private const IMAGE_URL:String = "http://www.planet-ape.net/wonderfl/kuri.jpg";
private var nextButton:Sprite;
public function puyon()
{
if (stage) init();
else addEventListener(Event.ADDED_TO_STAGE, init);
}
private function init(e:Event = null):void
{
removeEventListener(Event.ADDED_TO_STAGE, init);
//画像の読み込み
var req:URLRequest = new URLRequest(IMAGE_URL);
var loader:Loader = new Loader();
loader.contentLoaderInfo.addEventListener(Event.COMPLETE, loadComplete);
loader.load( req, new LoaderContext(true));
// take a capture after 10 sec
//Wonderfl.capture_delay( 120 );
}
//画像読み込み後の処理
private function loadComplete(e:Event):void
{
e.target.removeEventListener(Event.COMPLETE, loadComplete);
//取得した画像を切り取って_bmdCurrentに入れる
_bmdCurrent = new BitmapData (465, 465, true, 0xFFFFFF);
_bmdCurrent.draw (e.target.loader.content.bitmapData);
//キャンバスを用意してコンテナに入れる(重要じゃないので無視無視)
_canvas = new Sprite();
_container = new Sprite();
_container.addChild(_canvas);
addChild(_container);
_container.x = 0;//(_stageW - _bmdCurrent.width)/2;
_container.y = 0;//(_stageH - _bmdCurrent.height)/2;
//画像の大きさに合わせ、ポイントを7x7の格子に配置する(配列に入れる)
//CirclePointのコンストラクタの中で初期状態のポイント位置を保持してます。(initPoint)
//その初期ポイントと、マウスドラッグで移動したポイントを比較してるのが、_drawの中。
_w = _bmdCurrent.width / Pice;
_matrixArrayCurrent = new Array ();
//x軸とy軸の2重ループ(配列に入れる
for (var j:int = 0; j <= _bmdCurrent.width; j += _w) {
for (var i:int = 0; i <= _bmdCurrent.height; i += _w) {
var cp1:CirclePoint = new CirclePoint (i, j);
//cp1.addEventListener(MouseEvent.MOUSE_DOWN , _cPMouseDownHandler );
_matrixArrayCurrent.push (cp1);
_container.addChild (cp1);
}
}
//_draw ();
addEventListener(Event.ENTER_FRAME,onEnterFrameHandler);
//速度とかメモリとかチェック(重要じゃないので無視無視)
//addChild(new Stats());
}
private function onEnterFrameHandler(e:Event):void{
var mousePoint:Point = new Point(mouseX, mouseY);
for each (var _point:CirclePoint in _matrixArrayCurrent) {
_point.update(mousePoint, Reaction, spring, friction);
}
_draw();
}
private function _draw():void {
/**
* ポイントの番号は↓な感じ。
* 0--------1
* ----------
* ----------
* 2--------3
*/
//マトリックスを適応
_canvas.graphics.clear();
//配列のループ
for (var k:String in _matrixArrayCurrent) {
//
if (int(k) > _matrixArrayCurrent.length - (Pice+3)) break;
if ((int (k) + 1) % (Pice+1) == 0) continue;
//初期状態のポイント取得
_cP0 = _matrixArrayCurrent[int (k)];
_cP1 = _matrixArrayCurrent[int (k) + 1];
_cP2 = _matrixArrayCurrent[int (k) + (Pice+1)];
_cP3 = _matrixArrayCurrent[int (k) + (Pice+2)];
var aP0:Point = _cP0.initPoint;
var aP1:Point = _cP1.initPoint;
var aP2:Point = _cP2.initPoint;
var aP3:Point = _cP3.initPoint;
//初期状態のポイントよりマトリックス取得
var initMatrix1:Matrix = _getTransformMatrix( aP0 , aP1 , aP2 );
var initMatrix2:Matrix = _getTransformMatrix( aP3 , aP2 , aP1 );
//変更状態のポイント取得
var bP0:Point = new Point(_cP0.x , _cP0.y );
var bP1:Point = new Point(_cP1.x , _cP1.y );
var bP2:Point = new Point(_cP2.x , _cP2.y );
var bP3:Point = new Point (_cP3.x , _cP3.y );
//変更状態のポイントよりマトリックス取得
var editMatrix1:Matrix = _getTransformMatrix( bP0 , bP1 , bP2);
var editMatrix2:Matrix = _getTransformMatrix( bP3 , bP2 , bP1 );
//初期状態と変更状態のマトリックスを合体
var newMatrix1:Matrix = initMatrix1.clone();
newMatrix1.concat(editMatrix1);
var newMatrix2:Matrix = initMatrix2.clone();
newMatrix2.concat(editMatrix2);
//(無理やり)分割した1個目の描写のロジック
//2個目はわざわざ、別のbitmapDataを用意しなくても直接描画できる。
//1個目は別のbitmapDataを用意ないと順番がめちゃくちゃになる。
var matBmd:BitmapData = new BitmapData(_w,_w);
var mat:Matrix = new Matrix ();
mat.tx = - aP0.x;
mat.ty = - aP0.y;
matBmd.draw (_bmdCurrent,mat);
//分割した1個目を描画
//_canvas.graphics.lineStyle(1 , 0x00FF00);
_canvas.graphics.beginBitmapFill(matBmd , newMatrix1,true,true );
_canvas.graphics.moveTo(bP0.x , bP0.y );
_canvas.graphics.lineTo(bP2.x , bP2.y );
_canvas.graphics.lineTo(bP1.x , bP1.y );
_canvas.graphics.lineTo(bP0.x , bP0.y );
_canvas.graphics.endFill ();
//分割した2個目を描画
//_canvas.graphics.lineStyle(0 , 0x00FF00);
_canvas.graphics.beginBitmapFill(_bmdCurrent , newMatrix2,true,true );
_canvas.graphics.moveTo(bP3.x , bP3.y );
_canvas.graphics.lineTo(bP1.x , bP1.y );
_canvas.graphics.lineTo(bP2.x , bP2.y );
_canvas.graphics.lineTo(bP3.x , bP3.y );
_canvas.graphics.endFill();
}
}
private function _getTransformMatrix($pt0:Point, $pt1:Point, $pt2:Point):Matrix
{
/*
http://www.adobe.com/jp/devnet/flash/articles/matrix_class.html
a: 水平方向の伸縮率 = 変換後の幅/もとの幅
b: 垂直方向の傾斜率 = 垂直方向の傾斜/もとの幅
c: 水平方向の傾斜率 = 水平方向の傾斜/もとの高さ
d: 垂直方向の伸縮率 = 変換後の高さ/もとの高さ
tx: 水平方向の移動ピクセル数
ty: 垂直方向の移動ピクセル数
*/
var w:Number = _w;
var h:Number = _w;
var mat:Matrix = new Matrix();
mat.a = ($pt1.x - $pt0.x) / w;
mat.b = ($pt1.y - $pt0.y) / w;
mat.c = ($pt2.x - $pt0.x) / h;
mat.d = ($pt2.y - $pt0.y) / h;
mat.tx = $pt0.x;
mat.ty = $pt0.y;
return mat;
}
//こっからマウスのドラッグとかの設定(無視無視)
private function _cPMouseDownHandler(e:MouseEvent):void {
CirclePoint(e.target).startDrag();
CirclePoint(e.target).addEventListener(MouseEvent.MOUSE_MOVE , _cPMouseMoveHandler );
stage.addEventListener(MouseEvent.MOUSE_UP , _cPMouseUpHandler );
}
private function _cPMouseUpHandler(e:MouseEvent):void {
CirclePoint(e.target).stopDrag();
CirclePoint(e.target).removeEventListener(MouseEvent.MOUSE_MOVE , _cPMouseMoveHandler );
stage.removeEventListener(MouseEvent.MOUSE_UP , _cPMouseUpHandler );
}
private function _cPMouseMoveHandler(e:MouseEvent):void {
_draw();
}
}
}
import flash.display.Bitmap;
import flash.display.Shape;
import flash.display.BitmapData;
import flash.display.Sprite;
import flash.geom.Point;
/**
* 赤い点を書いてる。
* それと初期状態のポイントをinitPointに保持してる。
*/
class CirclePoint extends Sprite {
private var vx:Number = 0;
private var vy:Number = 0;
public var initPoint:Point;
public function CirclePoint($x:Number , $y:Number) {
this.x = $x;
this.y = $y;
this.initPoint = new Point( $x , $y );
this.graphics.beginFill(0xFF0000,1);
this.graphics.drawCircle(0,0,5);
this.graphics.endFill();
//this.buttonMode = true;
}
public function update(mousePoint:Point, Reaction:uint, spring:Number, friction:Number):void {
var dx:Number;
var dy:Number;
var distance:Number = Point.distance(mousePoint, initPoint);
if (distance < Reaction) {
var diff:Number = distance * -1 * (Reaction - distance) / Reaction;
var radian:Number = Math.atan2(mousePoint.y - initPoint.y, mousePoint.x - initPoint.y);
var diffPoint:Point = Point.polar(diff, radian);
dx = initPoint.x + diffPoint.x;
dy = initPoint.y + diffPoint.y;
} else{
dx = initPoint.x;
dy = initPoint.y;
}
vx += (dx - x) * spring;
vy += (dy - y) * spring;
vx *= friction;
vy *= friction;
x += vx;
y += vy;
}
}