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forked from: CLOCKもどき

Timerクラス 

...
@author axcel-work
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by iara 03 May 2009
// forked from axcelwork's CLOCKもどき
package {
	import flash.display.Sprite;
	import flash.events.Event;
	import flash.geom.Point;
	import flash.text.TextField;
	import flash.text.TextFormat;
	import flash.text.TextFieldAutoSize;
	
	/* Timerクラス */
	import flash.utils.Timer;
	import flash.events.TimerEvent;
	
	/*  */
	import caurina.transitions.Tweener;
	
	/**
	 * ...
	 * @author axcel-work
	 */
	public class Main extends Sprite {
		/* 背景 */
		private var sprBack1:Sprite;
		private var sprBack2:Sprite;
		
		/* 時計表示 */
		private var date:Date;
		private var strClock:String;
		private var txtClock:TextField;
		
		/* Flg */
		private var changeFlg:Boolean = true;
		
		/* ターゲットの名前 */
		private var targetSprite:Sprite;
		
		/* 位置 */
		private var cnt:int = 0;
		private var movePoint:Point = new Point();
		
		/*===============================================
		 * コンストラクタ
		 */
		public function Main():void{
			if (stage) init();
			else addEventListener(Event.ADDED_TO_STAGE, init);
		}
		
		/*===============================================
		 * メソッド:init
		 */
		private function init(e:Event = null):void {
			removeEventListener(Event.ADDED_TO_STAGE, init);
			
			/* 背景2作成 */
			sprBack2 = new Sprite();
			sprBack2.graphics.beginFill( Math.random() * 0xFFFF00, 1 );
			sprBack2.graphics.drawRect( 0, 0, stage.stageWidth, stage.stageHeight );
			sprBack2.graphics.endFill();
			addChild( sprBack2 );
			
			/* 背景1作成 */
			sprBack1 = new Sprite();
			sprBack1.graphics.beginFill( Math.random() * 0xFFFF00, 1 );
			sprBack1.graphics.drawRect( 0, 0, stage.stageWidth, stage.stageHeight );
			sprBack1.graphics.endFill();
			
			addChild( sprBack1 );
			
			/* TextFieldの作成 */
			txtClock = new TextField();
                        txtClock.selectable = false;
			txtClock.width = stage.stageWidth;
			addEventListener( Event.ENTER_FRAME, setClock );
			addChild( txtClock );
			
			/* TextFormatの作成 */
			var tfClock:TextFormat = new TextFormat();
			tfClock.size = 70;
			tfClock.font = "Arial";
			tfClock.align = "center";
			tfClock.color = "0xFFFFFF";
			
			txtClock.defaultTextFormat = tfClock;
			txtClock.y = stage.stageHeight/2 - txtClock.height/2;
			
			/* Timerの設置 */
			var myTimer:Timer = new Timer( 1000, 0 );
			myTimer.addEventListener( TimerEvent.TIMER, clockHandler );
			myTimer.start();
			
		}
		
		
		/*===============================================
		 * イベントハンドラ:タイマーイベント
		 */
		private function clockHandler( evt:TimerEvent ):void {
			/* フラグの更新 */
			if ( changeFlg ) {
				targetSprite = sprBack1;
				changeFlg = false;
			}
			else {
				targetSprite = sprBack2;
				changeFlg = true;
			}
			
			/* 移動方向を算出 */
			movePoint = getCourse( cnt );
			if ( cnt == 3 ) {
				cnt = 0;
			}
			else {
				cnt++;
			}
			
			/* 移動開始 */
			Tweener.addTween( targetSprite, { x:movePoint.x, y:movePoint.y, transition:"easeOutQuat", time:0.5, onComplete:swapChild, onCompleteParams:[ targetSprite ] } );
		}
		
		
		/*===============================================
		 * メソッド:移動終了後、諸々初期化
		 */
		private function swapChild( targetInstance:Sprite ):void {
			/* 深度の変更 */
			swapChildren( sprBack1, sprBack2 );
			
			targetInstance.x = 0;
			targetInstance.y = 0;
			
			targetInstance.graphics.clear();
			targetInstance.graphics.beginFill( Math.random() * 0xFFFF00, 1 );
			targetInstance.graphics.drawRect( 0, 0, stage.stageWidth, stage.stageHeight );
			targetInstance.graphics.endFill();
			
		}
		
		
		/*===============================================
		 * メソッド:セッター:時計をセットする
		 */
		private function setClock ( evt:Event ):void {
			date = new Date();
			
			strClock = (date.hours < 10 ? "0" : "") + date.hours;
			strClock += ":";
			strClock += (date.minutes < 10 ? "0" : "") + date.minutes;
			strClock += ":";
			strClock += (date.seconds < 10 ? "0" : "") + date.seconds;
			
			txtClock.text = strClock;
		}
		
		
		
		/*===============================================
		 *メソッド:ゲッター:渡される値によって移動するポイントを算出 
		 */
		private function getCourse( num:int ):Point {
			var x:Number;
			var y:Number;
			
			switch( num ) {
				case 0:
					x = -stage.stageWidth;
					y = 0;
					break;
				case 1:
					x = 0;
					y = -stage.stageHeight;
					break;
				case 2:
					x = stage.stageWidth;
					y = 0;
					break;
				case 3:
					x = 0;
					y = stage.stageHeight;
					break;
			}
			
			return new Point( x, y );
		}
		
	}
	
}