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

pressureWave

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

IOモジュールにつなげた感圧センサにさわると、
圧力に応じて波がゆらゆらします。

基本的なセットアップについては以下のURLを参照してください
http://funnel.cc/Main/GettingStarted
// 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
*/

/**
 IOモジュールにつなげた感圧センサにさわると、
 圧力に応じて波がゆらゆらします。
 
 基本的なセットアップについては以下のURLを参照してください
 http://funnel.cc/Main/GettingStarted
*/

package {
	import flash.display.*;

        [SWF(width="300", height="300", backgroundColor="0xFFFFFF", frameRate="30")] 

	public class Main extends Sprite {
                
                public function Main():void {
                    
                    var mc:Wave = new Wave();
                    mc.colors = 0x000000
                    mc.y = 0;
                    addChild(mc);
                }
        }
}

	import flash.display.MovieClip;
	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;
	import funnel.Gainer;
	import funnel.Scaler;
	import funnel.Convolution;
	import funnel.gui.GainerGUI;
    
	class Wave extends MovieClip
	{
		public const STAGE_W:uint = 400;
		public const STAGE_H:uint = 400;
		public const NUM:uint=600;	//頂点数
		
		private const MOUSE_DIFF_RATIO:Number=1;	// (0<) 大きい程マウスに反応する
		
		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;

	    public var colors:uint;
		
		public var gio:Gainer;
		public var gui:GainerGUI;
		
		public function Wave():void
		{
                        gio = new Gainer();
                        
			gio = new Gainer(Gainer.MODE1);
			gui = new GainerGUI();
			gio.gui = gui;
			addChild(gui);
                        
			var smoother:Convolution = new Convolution(Convolution.MOVING_AVERAGE);
			var scaler:Scaler = new Scaler(0, 0.95, 0, STAGE_H, Scaler.LINEAR, true);
			gio.analogInput(0).filters = [smoother, scaler];
			
			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);
		}
		
		
		//--------------------------------------
		//	マウスY座標の差を計算
		//--------------------------------------
		private function updateMouseDiff(evt:Event):void
		{
			mouseOldY = mouseNewY;
			mouseNewY = gio.analogInput(0).value;
			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;

			
			//-------------------------------------
			//波の基点
			//-------------------------------------
			//マウス波
			var mX:int = stage.stageWidth/2;
			
			startIndex[0] = 1+Math.floor( (NUM-2) * mX / STAGE_W );
			diffPt[0][startIndex[0]] -= ( diffPt[0][startIndex[0]] - mouseDiff )*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].uodatePos( 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();
		}
		
	}
	
	
	class Vertex
	{
		static const BASE_Y:uint = 150;
		static const BASE_R:uint = 10;
		static const PI:Number = Math.PI;
		static const FRICTION:Number = 0.1;
		static const DECELERATION:Number = 0.95;
		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;
		
		
		public function Vertex(prmID:uint, parent:Object):void
		{
			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 uodatePos(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;
		}
		
	}