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

formation 8

drag : select a squad
ctrl + a : select all
shift + click : move the squad to destination
left, right arrow : change formation type
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by codeonwort 26 Jul 2011
/**
 * Copyright codeonwort ( http://wonderfl.net/user/codeonwort )
 * MIT License ( http://www.opensource.org/licenses/mit-license.php )
 * Downloaded from: http://wonderfl.net/c/5jx7
 */

// forked from codeonwort's formation 7
// forked from codeonwort's formation 6
// forked from codefl's formation 5
// forked from codefl's formation 4
// forked from codefl's formation 3
package {
    
    import flash.display.DisplayObject
    import flash.display.Sprite
    import flash.display.MovieClip
    import flash.events.Event
    import flash.events.MouseEvent
    import flash.events.KeyboardEvent
    import flash.ui.Keyboard
    import flash.text.TextField
    
    import com.bit101.components.RadioButton
    
    /* 이번에 한 작업
    * 일반 RTS처럼 드래그 방식으로 유닛 일부만 선택한다. (ctrl + a로 전체 선택)
    * 이동을 그냥 클릭이 아니라 쉬프트 + 클릭으로 바꿨다.
    * 이동 방식을 하나 추가했다 (diagonal)
    */

    /* 앞으로 할 작업
    * 유닛끼리 비켜가는 건 언제 구현하지
    * IDestination 떡밥도 처리해야 하는디
    * 동그라미가 슬슬 질리는데 스프라이트 넣으면 깊이 정렬도 해야한다 아이고 귀찮아ㅋㅋ
    */
    
    public class FormationWorld extends Sprite {
        
        private var formationNames:Array = ["rect", "circle", "circular crowd",
                                            "wedge", "helix", "firework", "random"]
        private var formationIndex:int = 0
        private var formationView:TextField
        
        private var numInput:TextField
        private var unitContainer:Sprite
        private var formCaller:FormationCaller
        private var squadSelector:SquadSelector
        private var moveMan:MoveManager
        
        public function FormationWorld() {
            graphics.beginFill(0x0, 1)
            graphics.drawRect(0, 0, stage.stageWidth, stage.stageHeight)
            graphics.endFill()
            
            unitContainer = addChild(new Sprite) as Sprite
            unitContainer.mouseEnabled = false
            unitContainer.mouseChildren = false
            makeUnits(67) // 인자는 유닛 개수
            setKeyboardAction()
            
            // 분대를 선택하는 역할을 한다
            squadSelector = new SquadSelector(stage, this, unitContainer)
            
            // 언제 대형 함수를 호출할 지를 결정한다
            formCaller = new FormationCaller(this)
            formCaller.runClickMode(stage)
            
            moveMan = new MoveManager(unitContainer)
            moveMan.setMoveType(MoveManager.MANHATTAN)
            
            // radio buttons for click mode
            var clickMode1:RadioButton = new RadioButton(this, stage.width-80, 5, "click", true, _setClickMode)
            var clickMode2:RadioButton = new RadioButton(this, stage.width-80, 20, "timed click", false, _setTimedClickMode)
            clickMode1.groupName = clickMode2.groupName = "anotherGroupName"
            function _setClickMode():void { formCaller.runClickMode(stage) }
            function _setTimedClickMode():void { formCaller.runTimedClickMode(stage) }
            
            // radio buttons for move mode
            new RadioButton(this, stage.width-160, 5, "manhattan", true, _setManhattanMove)
            new RadioButton(this, stage.width-160, 20, "diagonal", false, _setDiagonalMove)
            function _setManhattanMove():void { moveMan.setMoveType(MoveManager.MANHATTAN) }
            function _setDiagonalMove():void { moveMan.setMoveType(MoveManager.DIAGONAL) }
        }
        
        public function makeFormation(centerX:Number, centerY:Number):void {
            var squad:Vector.<Unit> = squadSelector.selectedSquad
            var len:uint = squad.length
            var data:FormationData
                = FormationDataGenerator.gen(formationIndex, len, centerX, centerY)
            for(var i:int=0 ; i<len ; i++){
                squad[i].dest.x = data.dests[i].x
                squad[i].dest.y = data.dests[i].y
            }
        }
        
        private function makeUnits(num:uint):void {
            var unit:Unit, x0:Number, y0:Number
            for(var i:int=0 ; i<num ; i++){
                x0 = Math.random() * stage.stageWidth
                y0 = Math.random() * stage.stageHeight
                unit = new Unit(x0, y0)
                unitContainer.addChild(unit)
            }
        }
        
        private function setKeyboardAction():void {
            formationView = addChild(new TextField()) as TextField
            formationView.autoSize = "left"
            formationView.selectable = false
            formationView.textColor = 0xffffff
            formationView.text = "formation : " + formationNames[formationIndex]
            formationView.mouseEnabled = false
            stage.addEventListener("keyDown", changeFormation)
            function changeFormation(e:KeyboardEvent):void {
                switch(e.keyCode){
                    case Keyboard.LEFT :
                        formationIndex --
                        if(formationIndex == -1) formationIndex = FormationDataGenerator.length - 1
                        break
                    case Keyboard.RIGHT :
                        formationIndex ++
                        if(formationIndex == FormationDataGenerator.length) formationIndex = 0
                        break
                }
                formationView.text = "formation : " + formationNames[formationIndex]
            }
            
            var cap:TextField = addChild(new TextField()) as TextField
            cap.selectable = false
            cap.autoSize = "left"
            cap.y = 20
            cap.textColor = 0xffffff
            cap.mouseEnabled = false
            cap.text = "write number of units and enter"
            
            numInput = addChild(new TextField) as TextField
            numInput.text = "67"
            numInput.type = "input"
            numInput.autoSize = "left"
            numInput.background = true
            numInput.backgroundColor = 0xffff00
            numInput.textColor = 0x000000
            numInput.x = 160
            numInput.y = 20
            numInput.restrict = "0-9"
            numInput.maxChars = 4
            numInput.addEventListener("keyDown", changeNumUnits)
            function changeNumUnits(e:KeyboardEvent):void {
                if(e.keyCode == Keyboard.ENTER){
                    for(;unitContainer.numChildren;) unitContainer.removeChildAt(0)
                    makeUnits(int(numInput.text))
                }
            }
        } // setKeyboardAction() 끝
        
    }
    
}

//////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////
// 패키지 스코프의 바깥

import flash.display.Shape
internal class Unit extends Shape {
    public static const R:int = 5
    public var dest:IDestination
    public var vx:Number=0, vy:Number=0
    public function Unit(x0:Number, y0:Number){
        x = x0 ; y = y0
        dest = new Location(x0, y0)
        graphics.beginFill(0xff0000, 1)
        graphics.drawCircle(0, 0, R)
        graphics.endFill()
    }
    public function set selected(v:Boolean):void {
        graphics.clear()
        if(v){
            graphics.lineStyle(1, 0x00ff00)
            graphics.drawEllipse(-R, R/2, R*2, R+R/2)
            graphics.lineStyle()
        }
        graphics.beginFill(0xff0000)
        graphics.drawCircle(0, 0, R)
    }
}

internal interface IDestination {
    function get x():Number
    function set x(val:Number):void
    function get y():Number
    function set y(val:Number):void
}
internal class Location implements IDestination {
    private var _x:Number, _y:Number
    public function Location(x0:Number, y0:Number) {
        _x = x0 ; _y = y0
    }
    public function get x():Number { return _x }
    public function set x(val:Number):void { _x = val }
    public function get y():Number { return _y }
    public function set y(val:Number):void { _y = val }
}
internal class UnitLocation implements IDestination {
    private var _u:Unit
    public function UnitLocation(u:Unit) {
        _u = u
    }
    public function get x():Number { return _u.x }
    public function get y():Number { return _u.y }
    public function set x(val:Number):void {}
    public function set y(val:Number):void {}
}

import flash.display.InteractiveObject
import flash.events.MouseEvent
import flash.events.Event
// manages when to call formation function
// 대형 함수를 호출하는 역할을 맡는다
internal class FormationCaller {
    private var world:FormationWorld
    private var clk_io:InteractiveObject
    private var time_io:InteractiveObject
    public function FormationCaller(formationWorld:FormationWorld) {
        world = formationWorld
    }
    public function runClickMode(io:InteractiveObject):void {
        clearMode()
        io.addEventListener("mouseDown", clickMode_mouseDown)
        clk_io = io
    }
    private function clickMode_mouseDown(e:MouseEvent):void {
        if(e.target == clk_io && e.shiftKey){
            world.makeFormation(e.stageX, e.stageY)
        }
    }
    
    public function runTimedClickMode(io:InteractiveObject):void {
        clearMode()
        io.addEventListener("mouseDown", timedClickMode_mouseDown)
        time_io = io
    }
    private function timedClickMode_mouseDown(e:MouseEvent):void {
        if(e.target == time_io && e.shiftKey){
            time_io.addEventListener("enterFrame", timedClickMode_enterFrame)
            time_io.stage.addEventListener("mouseUp", timedClickMode_mouseUp)
            if(e.target == time_io) world.makeFormation(e.stageX, e.stageY)
        }
    }
    private function timedClickMode_enterFrame(e:Event):void {
        world.makeFormation(time_io.mouseX, time_io.mouseY)
    }
    private function timedClickMode_mouseUp(e:MouseEvent):void {
        time_io.removeEventListener("enterFrame", timedClickMode_enterFrame)
        time_io.stage.removeEventListener("mouseUp", timedClickMode_mouseUp)
    }
    
    private function clearMode():void {
        if(clk_io){
            clk_io.removeEventListener("mouseDown", clickMode_mouseDown)
            clk_io = null
        }
        if(time_io){
            time_io.removeEventListener("mouseDown", timedClickMode_mouseDown)
            time_io.removeEventListener("enterFrame", timedClickMode_enterFrame)
            time_io.stage.removeEventListener("mouseUp", timedClickMode_mouseUp)
            time_io = null
        }

    }

}

// 대형 구성 정보
import flash.geom.Point
internal class FormationData {
    public var dests:Vector.<Point>
    private var count:int = 0
    public function FormationData(len:uint) {
        dests = new Vector.<Point>(len, true)
        for(var i:int=0 ; i<dests.length ; i++) dests[i] = new Point
    }
    public function push(dx:Number, dy:Number):void {
        dests[count].x = dx
        dests[count].y = dy
        count ++
    }
    public function get full():Boolean { return count == dests.length }
    public function get extra():Boolean { return count != dests.length }
}

// 대형 발생기
internal class FormationDataGenerator {
    private static var list:Array = [f0, f1, f2, f3, f4, f5, f6]
    private static var numUnits:uint
    private static var data:FormationData
    public static function get length():uint { return list.length }
    public static function gen(idx:int, num:uint, dx:Number, dy:Number):FormationData {
        numUnits = num
        data = new FormationData(num)
        list[idx](dx, dy)
        return data
    }

    // 직사각형
    public static function f0(destX:Number, destY:Number):void {
        var numColumns:int = Math.sqrt(numUnits)
        var numRows:int = numUnits / numColumns
        var numMods:int = numUnits - numColumns*numRows
        var spaceX:Number = Unit.R * 2, spaceY:Number = Unit.R * 2
        var LT_x:Number = destX - numRows*spaceX/2
        var LT_y:Number = destY - numColumns*spaceY/2
        
        var count:int = 0
        for(var column:int=0 ; column<numColumns ; column++){
            for(var row:int=0 ; row<numRows ; row++){
                data.push(LT_x + row*spaceX, LT_y + column*spaceY)
                count ++
            }
        }
        if(count < numUnits){
            var numRest:uint = numUnits - numRows*numColumns
            for(var i:int=0 ; i<numRest ; i++){
                data.push(LT_x + i*spaceX, LT_y + column*spaceY)
                count ++
            }
        }
    }
    
    // 원
    public static function f1(destX:Number, destY:Number):void {
        var R:Number = Math.min(300, numUnits*2)
        var t:Number
        for(var i:int=0 ; i<numUnits ; i++){
            t = 2*Math.PI*i/numUnits
            data.push(destX + R*Math.cos(t), destY + R*Math.sin(t))
        }
    }
    
    // 다층 원
    private static var circularCrowd_angle:Number = 0
    public static function f2(destX:Number, destY:Number):void {
        var rest:int = numUnits
        var need:int = Math.min(3, rest)
        var count:int = 0
        var R:Number = Unit.R * 2
        var t:Number = circularCrowd_angle += 1 * Math.PI/180
        
        var k:Number
        while(true){
            for(var i:int=0 ; i<need ; i++){
                k = 2*Math.PI * i/need
                data.push(destX + R*Math.cos(k+t), destY + R*Math.sin(k+t))
                count ++
            }
            rest -= need
            if(rest <= 0) break
            need = Math.min(rest, need+5)
            R += Unit.R * 3
        }
    }
    
    // 쐐기
    public static function f3(cx:Number, cy:Number):void {
        var rest:uint = numUnits
        var num:uint = 1, num_inc:uint = 8
        var rowSpace:Number = Unit.R * 6
        var spaceX:Number = Unit.R * 2.5
        var spaceY:Number = Unit.R * 2
        
        var i:int, half:uint, other:uint
        while(rest > 0){
            if(rest <= num){ num=rest ; rest=0 }
            else{ rest -= num }
            
            cx -= rowSpace
            half = num / 2
            other = num - half
            if(num & 1) { data.push(cx, cy) ; other-- } 
            for(i = 1 ; i <= half ; i++) data.push(cx + spaceX*i, cy - spaceY*i)
            for(i = 1 ; i <= other ; i++) data.push(cx + spaceX*i, cy + spaceY*i)
            num += num_inc
        }
    }
    
    // 나선
    public static function f4(cx:Number, cy:Number):void {
        var t:Number = 0, r:Number = Unit.R * 2
        var rInc:Number = Unit.R / 4
        
        for(var i:int = 0 ; i < numUnits ; i++){
            data.push( cx + r*Math.cos(t), cy + r*Math.sin(t) )
            t += Math.acos((r*r + (r+rInc)*(r+rInc) - Unit.R*Unit.R*4) / (2*r*(r+rInc)))
            r += rInc
        }
    }
    
    // 불꽃놀이
    private static var fire_angle:Number = 30 * Math.PI/180
    public static function f5(cx:Number, cy:Number):void {
        var rest:uint = numUnits
        var t:Number = 0, r:Number = Unit.R * 2, space:Number = Unit.R * 2
        var numNiddles:uint = 8, tInc:Number = 2*Math.PI / numNiddles
        var limit:uint = numNiddles
        var angle:Number = fire_angle += Math.PI/180
        
        var c:int = 0
        for(var i:int = 0 ; i <= limit ; i++){
            if(i == numNiddles){
                rest -= numNiddles
                if(rest <= 0) break
                else{
                    i = 0
                    r += space
                    t = 0
                    limit = Math.min(rest, numNiddles)
                }
            }
            data.push(cx + r * Math.cos(angle + t), cy + r * Math.sin(angle + t))
            t += tInc
            c++
            if(c == numUnits) break
        }
    }
    
    // 랜덤 (더블클릭으로 하는 거였는데 시리즈에 추가함)
    public static function f6(cx:Number, cy:Number):void {
        for(var i:int=0 ; i<numUnits ; i++){
            data.push(Math.random()*500, Math.random()*500)
        }
    }

}

import flash.display.DisplayObjectContainer
import flash.display.InteractiveObject
import flash.display.Sprite
import flash.display.Shape
import flash.events.Event
import flash.events.MouseEvent
import flash.events.KeyboardEvent
import flash.events.EventDispatcher
internal class SquadSelector extends EventDispatcher {
    
    private var _io:InteractiveObject
    private var _doc:DisplayObjectContainer
    private var _unitContainer:Sprite
    private var _x0:Number, _y0:Number // start point
    private var _x1:Number, _y1:Number // end point
    private var _shape:Shape // area graphic
    
    private var _squad:Vector.<Unit>
    
    public function SquadSelector(io:InteractiveObject, doc:DisplayObjectContainer, unitContainer:Sprite) {
        _io = io
        _doc = doc
        _unitContainer = unitContainer
        _io.addEventListener("mouseDown", startDragArea, false, 1)
        _io.addEventListener("keyDown", io_keyDown)
        _shape = new Shape
        _squad = new <Unit>[]
    }
    
    private function io_keyDown(e:KeyboardEvent):void {
        if((e.keyCode == 65 || e.keyCode == 97) && e.ctrlKey){
            _squad.length = 0
            var unit:Unit
            for(var i:int=0 ; i<_unitContainer.numChildren ; i++){
                unit = _unitContainer.getChildAt(i) as Unit
                unit.selected = true
                _squad.push(unit)
            }
        }
    }
    
    private function startDragArea(e:MouseEvent):void {
        if(e.target != _io) return
        if(e.shiftKey) return
        _io.addEventListener("mouseMove", dragArea)
        _io.addEventListener("mouseUp", stopDragArea)
        _x0 = e.localX, _y0 = e.localY
        _doc.addChild(_shape)
    }
    private function dragArea(e:MouseEvent):void {
        _shape.graphics.clear()
        _shape.graphics.lineStyle(1, 0x00ff00)
        _shape.graphics.drawRect(_x0, _y0, e.localX - _x0, e.localY - _y0)
    }
    private function stopDragArea(e:MouseEvent):void {
        _shape.graphics.clear()
        _x1 = e.localX
        _y1 = e.localY
        _doc.removeChild(_shape)
        _io.removeEventListener("mouseMove", dragArea)
        _io.removeEventListener("mouseUp", stopDragArea)
        checkSelectedUnits()
    }
    private function checkSelectedUnits():void {
        _squad.length = 0
        var unit:Unit
        for(var i:int=0 ; i<_unitContainer.numChildren ; i++){
            unit = _unitContainer.getChildAt(i) as Unit
            if(step(_x0, unit.x, _x1) && step(_y0, unit.y, _y1)){
                unit.selected = true
                _squad.push(unit)
            }else unit.selected = false
        }
        function step(a:Number, b:Number, c:Number):Boolean {
            return (a <= b && b <= c) || (a >= b && b >= c)
        }
    }
    
    public function get selectedSquad():Vector.<Unit> { return _squad }
    
}

import flash.display.Sprite
import flash.events.Event
internal class MoveManager {
    
    public static const MANHATTAN:uint = 0
    public static const DIAGONAL:uint = 1
    
    private var types:Array = [manhattan, diagonal]
    private var _container:Sprite
    private var _currType:uint
    
    public function MoveManager(unitContainer:Sprite):void {
        _container = unitContainer
    }
    
    public function setMoveType(type:uint):void {
        _container.removeEventListener("enterFrame", types[_currType])
        _currType = type
        _container.addEventListener("enterFrame", types[type])
    }
    
    private function manhattan(e:Event):void {
        var speedX:Number = 5, speedY:Number = 5
        var unit:Unit
        for(var i:int=0 ; i<_container.numChildren ; i++){
            unit = _container.getChildAt(i) as Unit
            if(unit.x < unit.dest.x){
                if(unit.dest.x - unit.x > speedX) unit.vx = speedX
                else unit.vx = unit.dest.x - unit.x
            }
            else if(unit.x > unit.dest.x){
                if(unit.x - unit.dest.x > speedX) unit.vx = -speedX
                else unit.vx = unit.dest.x - unit.x
            }
            if(unit.y < unit.dest.y){
                if(unit.dest.y - unit.y > speedY) unit.vy = speedY
                else unit.vy = unit.dest.y - unit.y
            }
            else if(unit.y > unit.dest.y){
                if(unit.y - unit.dest.y > speedY) unit.vy = -speedY
                else unit.vy = unit.dest.y - unit.y
            }
            if(Math.abs(unit.x-unit.dest.x)<0.05) unit.vx = 0
            if(Math.abs(unit.y-unit.dest.y)<0.05) unit.vy = 0
            unit.x += unit.vx
            unit.y += unit.vy
        }
    }
    
    private function diagonal(e:Event):void {
        var speed:Number = 5
        var dx:Number, dy:Number, d:Number
        var unit:Unit
        for(var i:int=0 ; i<_container.numChildren ; i++){
            unit = _container.getChildAt(i) as Unit
            dx = unit.dest.x - unit.x
            dy = unit.dest.y - unit.y
            d = Math.sqrt(dx*dx + dy*dy)
            if(d <= speed){
                unit.x = unit.dest.x
                unit.y = unit.dest.y
                unit.vx = unit.vy = 0
            }else{
                dx /= d, dy /= d
                unit.vx = dx * speed
                unit.vy = dy * speed
            }
            unit.x += unit.vx
            unit.y += unit.vy
        }
    }
}