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Dead Code Preservation :: Archived AS3 works from wonderfl.net

forked from: 水面ゆらゆら+箱

どこかで見覚えがある水面
 ランダムで波が起きる
 マウスを上下に動かすと波がぐわんぐわん起きる
 ぎこちないので何とかする必要あり
// forked from nemu90kWw's 水面ゆらゆら+箱
// forked from paq's forked from: forked from: 水面ゆらゆら
// forked from hiphi's forked from: 水面ゆらゆら
// forked from cDa's 水面ゆらゆら
/*
    どこかで見覚えがある水面
     ランダムで波が起きる
     マウスを上下に動かすと波がぐわんぐわん起きる
     ぎこちないので何とかする必要あり
*/

package
{
    import flash.display.*;

    [SWF(width="465", height="465", backgroundColor="0xFFFFFF", frameRate="30")]

    public class Main extends Sprite
    {
        function Main()
        {
            for(var i:int = 0; i < 3; i++)
            {
                var wave:Wave = new Wave();
                wave.colors = 0xC63369+i*0x130-i*0x300000;
                wave.blendMode = "multiply";
                wave.y = i*6;
                addChild(wave);

                var box:Box = new Box(wave);
                box.blendMode = "multiply";
                box.x = 465/2 - 100+i*100;
                box.y = 5.0;
                addChild(box);
            }
        }
    }
}

    import flash.display.Sprite;
    import flash.display.StageAlign;
    import flash.display.StageScaleMode;
    import flash.events.Event;
    import flash.events.TimerEvent;
    import flash.utils.Timer;
    import flash.utils.getTimer;
    import flash.geom.Point;

    class Box extends Sprite
    {
        private var wave:Wave;
        private var vx:Number = 0;
        private var vy:Number = 0;
        private var vr:Number = 0;

        function Box(wave:Wave)
        {
            this.wave = wave;

            graphics.beginFill(wave.colors);
            graphics.drawRect(-30, -60, 60, 60);
            addEventListener(Event.ENTER_FRAME, update);
        }

        private function update(e:Event):void
        {
            vy += 0.5;

            var depth:Number = wave.getDepth(x, y);
            if(depth > 0)
            {
                vy -= depth / 50;
                y -= depth / 20;

                var slope:Number = wave.getSlope(x);
                if(rotation < slope) {vr += 0.2;}
                if(rotation > slope) {vr -= 0.2;}

                rotation /= 1.05;
                if(depth < 25) {
                    vx += rotation/59;
                }
                vx /= 1.2;
            }

            x += vx;
            y += vy;
            rotation += vr;
        }
    }

    class Wave extends Sprite
    {
        public const STAGE_W:uint = -465;
        public const STAGE_H:uint = 465;
        public const NUM:uint=300;    //頂点数

        private const MOUSE_DIFF_RATIO:Number=1;    // (0<) 大きい程マウスに反応する
        private const AUTO_INTERVAL:uint = 50;    //オート波が起きる間隔 msec

        private var vertexes:Array=[];    //頂点
        private var mdlPt:Array=[];    //頂点の中点

        //頂点の基本波からの位相差分
        // 0:マウス
        // 1:オート
        private var diffPt:Array=[[], []];

        //波が起こるインデックス
        // 0:マウス
        // 1:オート
        private var startIndex:Array=[0,0];

        private var mouseOldY:int;
        private var mouseNewY:int;
        private var mouseDiff:Number = 0;
        private var mouseDiffGoal:Number= 0;

        private var autoTimer:Timer;
        private var autoDiff:Number = 0;

        public var colors:uint;

        function Wave()
        {
            for(var i:uint=0; i<NUM; i++)
            {
                var vertex:Vertex=new Vertex( i, this );
                vertexes.push( vertex );

                //中点作成
                if(i>1) {
                    mdlPt.push( new Point( (vertexes[i-1].x+vertexes[i].x)*0.5, (vertexes[i-1].y+vertexes[i].y)*0.5 ) );
                }

                //差分
                diffPt[0].push( 0 );
                diffPt[1].push( 0 );

            }
            mouseNewY = mouseY;
            if(mouseNewY < 0) { mouseNewY = 0; }
            else if(mouseNewY > STAGE_H) { mouseNewY = STAGE_H; }

            mouseOldY = mouseNewY;

            addEventListener(Event.ENTER_FRAME, updateMouseDiff);
            addEventListener(Event.ENTER_FRAME, updateWave);

            autoTimer = new Timer(AUTO_INTERVAL);
            autoTimer.addEventListener(TimerEvent.TIMER, generateAutoWave);
            autoTimer.start();
        }


        private function generateAutoWave(tEvt:TimerEvent):void
        {
            autoDiff = 100;
            startIndex[1] = Math.round( Math.random()*(NUM-1) );
        }


        //--------------------------------------
        //    マウスY座標の差を計算
        //--------------------------------------
        private function updateMouseDiff(evt:Event):void
        {
            mouseOldY = mouseNewY;
            mouseNewY = mouseY;
            if(mouseNewY < 0) { mouseNewY = 0; }
            else if(mouseNewY > STAGE_H) { mouseNewY = STAGE_H; }

            mouseDiffGoal = (mouseNewY - mouseOldY) * MOUSE_DIFF_RATIO;
        }


        //---------------------------------------
        //    各種更新
        //---------------------------------------
        private function updateWave(evt:Event):void
        {
            graphics.clear();

            //それぞれの波の減衰
            mouseDiff -= (mouseDiff - mouseDiffGoal)*0.3;
            autoDiff -= autoDiff*0.3;


            //-------------------------------------
            //波の基点
            //-------------------------------------
            //マウス波
            startIndex[0] = getIndex(mouseX);
            diffPt[0][startIndex[0]] -= ( diffPt[0][startIndex[0]] - mouseDiff )*0.99;

            //オート波
            diffPt[1][startIndex[1]] -= ( diffPt[1][startIndex[1]] - autoDiff )*0.99;

            var i:int;

            //-------------------------------------
            //差分更新
            //-------------------------------------
            //マウス波
            //左側
            var d:uint;
            for(i=startIndex[0]-1; i >=0; i--)
            {
                d = startIndex[0] - i;
                if(d>15) { d=15; }
                diffPt[0][i] -= ( diffPt[0][i] - diffPt[0][i+1] )*(1-0.01*d);
            }
            //右側
            for(i=startIndex[0]+1; i < NUM; i++)
            {
                d = i - startIndex[0];
                if(d>15){ d=15; }
                diffPt[0][i] -= ( diffPt[0][i] - diffPt[0][i-1] )*(1-0.01*d);
            }

            //オート波
            //左側
            for(i=startIndex[1]-1; i >=0; i--)
            {
                d = startIndex[1] - i;
                if(d>15) { d=15; }
                diffPt[1][i] -= ( diffPt[1][i] - diffPt[1][i+1] )*(1-0.01*d);
            }
            //右側
            for(i=startIndex[1]+1; i < NUM; i++)
            {
                d = i - startIndex[1];
                if(d>15) { d=15; }
                diffPt[1][i] -= ( diffPt[1][i] - diffPt[1][i-1] )*(1-0.01*d);
            }

            //-------------------------------------
            //各頂点更新
            //-------------------------------------
            for(i=0; i < NUM; i++) { vertexes[i].updatePos( diffPt[0][i]+diffPt[1][i] ); }

            //-------------------------------------
            //中点更新
            //-------------------------------------
            for(i=0; i < NUM-2; i++) { mdlPt[i].y = (vertexes[i+1].y + vertexes[i+2].y)*0.5; }

            drawWave();
        }


        //---------------------------------------
        //    描画
        //---------------------------------------
        private function drawWave():void
        {
            graphics.beginFill(colors, 1);

            graphics.moveTo(STAGE_W, STAGE_H);
            graphics.lineTo(0, STAGE_H);
            graphics.lineTo( vertexes[0].x, vertexes[0].y);
            graphics.curveTo( vertexes[1].x, vertexes[1].y, mdlPt[0].x, mdlPt[0].y);

            for(var i:uint=2; i<NUM-2; i++) {
                graphics.curveTo( vertexes[i].x, vertexes[i].y, mdlPt[i-1].x, mdlPt[i-1].y);
            }
            graphics.curveTo( vertexes[NUM-2].x, vertexes[NUM-2].y, vertexes[NUM-1].x, vertexes[NUM-1].y);

            graphics.endFill();
        }

        private function getIndex(pos:Number):int
        {
            if(pos < 0) { pos = 0; }
            else if(pos > STAGE_W-2) { pos = STAGE_W-2; }    //-2はみ出さないための保険

            return 1+Math.floor( (NUM-2) * pos / STAGE_W );
        }

        public function getDepth(x:Number, y:Number):Number
        {
            return y - vertexes[getIndex(x)].y;
        }

        public function getSlope(pos:Number):Number
        {
            var vl:Vertex = vertexes[Math.max(0, Math.min(getIndex(pos), NUM-2))]
            var vr:Vertex = vertexes[Math.max(0, Math.min(getIndex(pos), NUM-2) + 1)]

            return Math.atan2(vr.y - vl.y, vr.x - vl.x) * 180 / Math.PI;
        }
    }


    class Vertex
    {
        private static const BASE_Y:uint = 250;
        private static const BASE_R:uint = 10;
        private static const PI:Number = Math.PI;
        private static const FRICTION:Number = 0.1;
        private static const DECELERATION:Number = 0.85;
        private static const SPEED_OF_BASE_WAVE:uint = 2;

        private var theta:uint=0;
        private var goalY:Number=0;
        private var amp:Number=0;
        public var x:Number;
        public var y:Number;


        function Vertex(prmID:uint, parent:Object)
        {
            theta =  360 * prmID/( parent.NUM-1) ;
            x = prmID * parent.STAGE_W / (parent.NUM-1);
            y = BASE_Y +  BASE_R * Math.sin( theta * PI /180  );
        }


        public function updatePos(diffVal:Number):void
        {
            theta += SPEED_OF_BASE_WAVE;
            if( theta>=360 ) { theta -= 360; }

            goalY = BASE_Y +  BASE_R * Math.sin( theta * PI /180  );
            goalY += diffVal;


            amp += goalY - y;
            y += amp * FRICTION;
            amp *= DECELERATION;
        }
    }