forked from: forked from: 「CAに学ぶアジャイルマインド」応援作品
/**
* Copyright mattguest ( http://wonderfl.net/user/mattguest )
* MIT License ( http://www.opensource.org/licenses/mit-license.php )
* Downloaded from: http://wonderfl.net/c/9jGd
*/
// forked from Akiyah's forked from: 「CAに学ぶアジャイルマインド」応援作品
// forked from Akiyah's 「CAに学ぶアジャイルマインド」応援作品
package
{
import flash.display.Bitmap;
import flash.display.BitmapData;
import flash.display.GradientType;
import flash.display.Graphics;
import flash.display.Shape;
import flash.display.Sprite;
import flash.display.StageQuality;
import flash.events.Event;
import flash.events.MouseEvent;
import flash.geom.Matrix;
import flash.geom.Point;
import flash.geom.Rectangle;
import flash.display.*;
import flash.events.*;
import flash.filters.*;
import flash.geom.*;
import flash.net.*;
import flash.system.*;
import flash.text.*;
import flash.utils.*;
public class PuyoDot3 extends Sprite
{
public static const STAGE_W:uint = 465;
public static const STAGE_H:uint = 465;
private static const _WALL_LEFT:Number = 0;
private static const _WALL_RIGHT:Number = 465;
private static const _GROUND_LINE:Number = 350;
private static const _DOT_CONNECT_MAX:int = 4;
private static const _DERIVATION:int = 3; // 計算の分割数。
private static const _MAP_SIZE:Number = 200;
private static const _PI:Number = Math.PI;
private static const _PI2:Number = 2.0 * _PI;
private static const _RADIAN90:Number = _PI * 0.5;
private static const _RADIAN180:Number = _PI * 1.0;
private static const _RADIAN270:Number = _PI * -0.5;
private static const _TO_DEGREE:Number = 180 / _PI;
private static const _GRAVITY:Number = 0.2 / _DERIVATION;
private static const _ROTATION_RATE:Number = 0.05 / _DERIVATION; // 自身バネ(根元)
private static const _VERTICAL_RATE:Number = 0.2 / _DERIVATION; // ターゲットバネ(さきっぽ)
private static const _MOUSE_PULL_RATE:Number = 2.0 / _DERIVATION;
private static const _FRICTION:Number = 0.1 / _DERIVATION;
private static const _ROTATE_FRICTION:Number = 1 - 0.2 / _DERIVATION;
private static const _MOUSE_ROTATE_FRICTION:Number = 1 - 0.8 / _DERIVATION;
private static const _MOUSE_MOVE_FRICTION:Number = 1 - 0.5 / _DERIVATION;
private static const _GROUND_FRICTION:Number = 1 - 0.2 / _DERIVATION;
// パーティクル
private var _dotMap:DotMap;
private var _particleList:Array = []; //:Array :Particle
private var _particleDistance:int;
private var _w:int;
private var _h:int;
// ドラッグ
private var _dragIdX:int = -1;
private var _dragIdY:int = -1;
// レイヤー
private var _bgLayer:Bitmap;
private var _displayLayer:Bitmap;
private var _debugLayer:Sprite;
private var _debugDisplayList:Array = [];
private var _dragLayer:Sprite;
private var _dragList:Array = [];
// ビットマップ
private var _clearBitmap:BitmapData = new BitmapData(STAGE_W, STAGE_H, true, 0x00000000);
private var _displayBitmap:BitmapData = new BitmapData(STAGE_W, STAGE_H);
private var _bgBitmap:BitmapData = new BitmapData(STAGE_W, STAGE_H);
private var _gradiationBitmap:BitmapData = new BitmapData(STAGE_W, STAGE_H);
private var _reflectAlphaBitmap:BitmapData = new BitmapData(STAGE_W, STAGE_H, true, 0x00000000);
private var _rect:Rectangle = new Rectangle(0, 0, STAGE_W, STAGE_H);
private var _point:Point = new Point();
private var _refrectPoint:Point = new Point(0, -2*_GROUND_LINE + STAGE_H);
public function PuyoDot3()
{
addEventListener(Event.ADDED_TO_STAGE, init); // flexBuilderとの互換性。
}
private function init(e:Event):void {
removeEventListener(Event.ADDED_TO_STAGE, init);
// SWF設定
stage.frameRate = 30;
stage.quality = StageQuality.LOW;
var bg:Sprite = new Sprite();
bg.graphics.beginFill(0xffffff);
bg.graphics.drawRect(0, 0, STAGE_W, STAGE_H);
addChild(bg);
_dotMap = new MapPlane();
addChild(_bgLayer = new Bitmap(_bgBitmap));
addChild(_displayLayer = new Bitmap(_displayBitmap));
addChild(_debugLayer = new Sprite());
addChild(_dragLayer = new Sprite());
_debugLayer.visible = false;
_bgLayer.scaleY = -1;
_bgLayer.y = STAGE_H;
_w = _dotMap.w+1;
_h = _dotMap.h+1;
_particleDistance = _MAP_SIZE / _w;
var tmpBaceX:Number = (STAGE_W - _MAP_SIZE) / 2;
var tmpBaceY:Number = 20;
var x:int, y:int;
var particle:Particle;
// 生成
for (x = 0; x < _w; x++){
_particleList[x] = [];
_dragList[x] = [];
for (y = 0; y < _h; y++){
particle = new Particle();
var tmpNearDotList:Array = [_dotMap.isDot(x, y), _dotMap.isDot(x-1, y),
_dotMap.isDot(x-1, y-1), _dotMap.isDot(x, y-1)];
particle.connect[0] = (tmpNearDotList[0] || tmpNearDotList[3]) && x < _w-1; // 右
particle.connect[1] = (tmpNearDotList[1] || tmpNearDotList[0]) && y < _h-1; // 下
particle.connect[2] = (tmpNearDotList[2] || tmpNearDotList[1]) && 0 < x; // 左
particle.connect[3] = (tmpNearDotList[3] || tmpNearDotList[2]) && 0 < y; // 上
if (!particle.connect[0] && !particle.connect[1] && !particle.connect[2] && !particle.connect[3]){
_particleList[x][y] = null;
continue;
}
particle.color = _dotMap.getColor(x, y);
particle.x = tmpBaceX + _particleDistance * x + Math.random()*3;
particle.y = tmpBaceY + _particleDistance * y;
_particleList[x][y] = particle;
createDragSprite(x, y);
}
}
for (x = 0; x < _w; x++){
for (y = 0; y < _h; y++){
particle = _particleList[x][y];
if (particle == null) continue;
particle.connect[4] = particle.connect[0] && Particle(_particleList[x+1][y]).connect[0]; // 右右
particle.connect[5] = particle.connect[1] && Particle(_particleList[x][y+1]).connect[1]; // 下下
particle.connect[6] = particle.connect[2] && Particle(_particleList[x-1][y]).connect[2]; // 左左
particle.connect[7] = particle.connect[3] && Particle(_particleList[x][y-1]).connect[3]; // 上上
}
}
// デバッグ表示
debugInit();
displayInit();
// フレームの処理を登録
addEventListener(Event.ENTER_FRAME, frame);
// マウスドラッグ
stage.addEventListener(MouseEvent.MOUSE_UP, mouseUpEvent());
//addChild(new Stats());
}
private function createDragSprite(x:int, y:int):void{ // ドラッグ判定を作る
var sprite:Sprite = new Sprite();
_dragLayer.addChild(sprite);
_dragList[x][y] = sprite;
var g:Graphics = sprite.graphics;
g.beginFill(0x000000, 0);
g.drawCircle(0, 0, _particleDistance*0.8);
// マウスイベント
sprite.addEventListener(MouseEvent.MOUSE_DOWN, mouseDownEvent(x, y));
}
// フレーム挙動
private function frame(event:Event):void{
for (var i:int=0; i<_DERIVATION; i++){
rotate(); // 回転の計算
force(); // 力の計算
move(); // 移動処理
}
draw(); // 描画処理
debugDraw();
}
// ボーンの向きを決定する
private function rotate():void{
var x:int, y:int;
for (x = 0; x < _w; x++){
for (y = 0; y < _h; y++){
var particle:Particle = _particleList[x][y];
if (particle == null) continue;
var subParticle:Particle;
if (particle.connect[0]){ // 右パーティクルに対する処理
subParticle = _particleList[x+1][y];
calcConnectRForce(particle, subParticle, 0);
calcConnectRForce(subParticle, particle, _RADIAN180);
}
if (particle.connect[1]){ // 下パーティクルに対する処理
subParticle = _particleList[x][y+1];
calcConnectRForce(particle, subParticle, _RADIAN90);
calcConnectRForce(subParticle, particle, _RADIAN270);
}
if (particle.connect[4]){ // 右右パーティクルに対する処理
subParticle = _particleList[x+2][y];
calcConnectRForce(particle, subParticle, 0);
calcConnectRForce(subParticle, particle, _RADIAN180);
}
if (particle.connect[5]){ // 下下パーティクルに対する処理
subParticle = _particleList[x][y+2];
calcConnectRForce(particle, subParticle, _RADIAN90);
calcConnectRForce(subParticle, particle, _RADIAN270);
}
if (x == _dragIdX && y == _dragIdY) particle.vr *= _MOUSE_ROTATE_FRICTION;
else particle.vr *= _ROTATE_FRICTION; // 摩擦
particle.radian += particle.vr;
}
}
}
// 接続されたパーツの回転方向を計算する
private function calcConnectRForce(particle:Particle, targetParticle:Particle, connectAngle:Number):void{
var angle:Number = Math.atan2(targetParticle.y - particle.y, targetParticle.x - particle.x);
particle.vr += ajustRadian(angle - (connectAngle + particle.radian)) * _ROTATION_RATE;
}
private function force():void{
var x:int, y:int;
for (x = 0; x < _w; x++){
for (y = 0; y < _h; y++){
var particle:Particle = _particleList[x][y];
if (particle == null) continue;
var subParticle:Particle;
if (particle.connect[0]){ // 右パーティクルに対する処理
subParticle = _particleList[x+1][y];
calcConnectFoce(particle, subParticle, 0, _particleDistance);
calcConnectFoce(subParticle, particle, _RADIAN180, _particleDistance);
}
if (particle.connect[1]){ // 下パーティクルに対する処理
subParticle = _particleList[x][y+1];
calcConnectFoce(particle, subParticle, _RADIAN90, _particleDistance);
calcConnectFoce(subParticle, particle, _RADIAN270, _particleDistance);
}
if (particle.connect[4]){ // 右右パーティクルに対する処理
subParticle = _particleList[x+2][y];
calcConnectFoce(particle, subParticle, 0, _particleDistance*2);
calcConnectFoce(subParticle, particle, _RADIAN180, _particleDistance*2);
}
if (particle.connect[5]){ // 下下パーティクルに対する処理
subParticle = _particleList[x][y+2];
calcConnectFoce(particle, subParticle, _RADIAN90, _particleDistance*2);
calcConnectFoce(subParticle, particle, _RADIAN270, _particleDistance*2);
}
particle.ay += _GRAVITY;
if (_dragIdX == x && _dragIdY == y){ // マウスで引っ張る
var point:Point = pullForce(particle.x, particle.y, mouseX, mouseY, _MOUSE_PULL_RATE);
particle.ax += point.x;
particle.ay += point.y;
particle.vx *= _MOUSE_MOVE_FRICTION;
particle.vy *= _MOUSE_MOVE_FRICTION;
}
}
}
}
// 接続された2パーツの力を計算する
private function calcConnectFoce(particle:Particle, targetParticle:Particle, connectAngle:Number, distance:Number):void{
var toAngle:Number = ajustRadian(connectAngle + particle.radian);
var toX:Number = particle.x + Math.cos(toAngle) * distance;
var toY:Number = particle.y + Math.sin(toAngle) * distance;
var ax:Number = (targetParticle.x - toX) * _VERTICAL_RATE;
var ay:Number = (targetParticle.y - toY) * _VERTICAL_RATE;
particle.ax += ax;
particle.ay += ay;
targetParticle.ax -= ax;
targetParticle.ay -= ay;
}
// ポイントx1 y1を、ポイントx2 y2へ、係数rateだけ移動させる場合の、XYの力を返す
private function pullForce(x1:Number, y1:Number, x2:Number, y2:Number, rate:Number):Point{
var point:Point = new Point();
var distance:Number = calcDistance(x1, y1, x2, y2);
var angle:Number = Math.atan2(y2 - y1, x2 - x1);
point.x = Math.cos(angle) * distance * rate;
point.y = Math.sin(angle) * distance * rate;
return point;
}
// ポイントx1 y1から、ポイントx2 y2までの距離
private function calcDistance(x1:Number, y1:Number, x2:Number, y2:Number):Number{
return Math.sqrt(Math.pow(x2-x1, 2) + Math.pow(y2-y1, 2));
}
// radian角度を、-π~πの範囲に修正する
private function ajustRadian(radian:Number):Number{
return radian - _PI2 * Math.floor( 0.5 + radian / _PI2);
}
private function move():void{
var x:int, y:int;
for (x = 0; x < _w; x++){
for (y = 0; y < _h; y++){
var particle:Particle = _particleList[x][y];
if (particle == null) continue;
// 空気抵抗 TODO:速度に対しての処理で良いはず。
particle.ax += -_FRICTION * particle.vx;
particle.ay += -_FRICTION * particle.vy;
// 速度、位置への反映
particle.vx += particle.ax;
particle.vy += particle.ay;
particle.x += particle.vx;
particle.y += particle.vy;
particle.ax = 0;
particle.ay = 0; // 力をクリア
// 壁チェック
if (0 < particle.vy && _GROUND_LINE < particle.y){
particle.y = _GROUND_LINE;
particle.vy *= -0.8;
if (particle.vy < -50) particle.vy = -50;
particle.vx *= _GROUND_FRICTION;
}
if (particle.vx < 0 && particle.x < _WALL_LEFT){
particle.x = _WALL_LEFT;
particle.vx = 0;
particle.vy *= _GROUND_FRICTION;
}else if (0 < particle.vx && _WALL_RIGHT < particle.x){
particle.x = _WALL_RIGHT;
particle.vx = 0;
particle.vy *= _GROUND_FRICTION;
}
// ドラッグエリアを移動
var sprite:Sprite = _dragList[x][y];
sprite.x = particle.x;
sprite.y = particle.y;
}
}
}
private var _drawShape:Shape = new Shape();
private function displayInit():void{
var g:Graphics = _drawShape.graphics;
g.clear();
var matrix:Matrix = new Matrix();
matrix.createGradientBox(STAGE_W, STAGE_H, Math.PI / 2, 0, 0);
g.beginGradientFill(GradientType.LINEAR, [0xf8f8f8, 0xe8e8e8], [1, 1], [0, 255], matrix);
g.drawRect(0, 0, STAGE_W, STAGE_H);
_gradiationBitmap.draw(_drawShape);
g.clear();
g.beginGradientFill(GradientType.LINEAR, [0x000000, 0x000000], [0, 0.3], [125, 230], matrix);
g.drawRect(0, 0, STAGE_W, STAGE_H);
_reflectAlphaBitmap.draw(_drawShape);
}
private function draw():void{
var g:Graphics = _drawShape.graphics;
var particle:Particle;
g.clear();
var x:int, y:int;
g.lineStyle(0, 0x000000, 0);
for (y = 0; y < _h-1; y++){
for (x = 0; x < _w-1; x++){
if(!_dotMap.isDot(x, y)) continue; // ドットが無いなら描画省略
g.beginFill(_dotMap.getColor(x, y));
particle = _particleList[x][y];
g.moveTo(particle.x, particle.y);
particle = _particleList[x+1][y];
g.lineTo(particle.x, particle.y);
particle = _particleList[x][y+1];
g.lineTo(particle.x, particle.y);
g.endFill();
g.beginFill(_dotMap.getColor(x, y));
particle = _particleList[x+1][y];
g.moveTo(particle.x, particle.y);
particle = _particleList[x+1][y+1];
g.lineTo(particle.x, particle.y);
particle = _particleList[x][y+1];
g.lineTo(particle.x, particle.y);
g.endFill();
}
}
_displayBitmap.copyPixels(_clearBitmap, _rect, _point);
_displayBitmap.draw(_drawShape);
_bgBitmap.copyPixels(_gradiationBitmap, _rect, _point);
_bgBitmap.copyPixels(_displayBitmap, _rect, _refrectPoint, _reflectAlphaBitmap, _point, true);
}
// マウスイベント
private function mouseDownEvent(x:int, y:int):Function{
return function (event:Event):void{ startBornDrag(x, y);};
}
private function mouseUpEvent():Function{
return function (event:Event):void{ endBornDrag();};
}
// ドラッグ
private function startBornDrag(x:int, y:int):void{
_dragIdX = x;
_dragIdY = y;
}
private function endBornDrag():void{
_dragIdX = -1;
_dragIdY = -1;
}
private function debugInit():void{
var x:int, y:int;
for (x = 0; x < _w; x++){
_debugDisplayList[x] = [];
for (y = 0; y < _h; y++){
var sprite:Sprite = new Sprite();
var g:Graphics = sprite.graphics;
var radius:Number = 5;
g.lineStyle(0, 0xff0000, 1);
g.beginFill(0xff0000, 0.3);
g.drawCircle(0, 0, radius);
g.endFill();
g.moveTo(0, 0);
g.lineTo(radius*2, 0);
_debugDisplayList[x][y] = sprite;
_debugLayer.addChild(sprite);
}
}
}
private function debugDraw():void{
var x:int, y:int;
for (x = 0; x < _w; x++){
for (y = 0; y < _h; y++){
var particle:Particle = _particleList[x][y];
if (particle == null) continue;
var sprite:Sprite = _debugDisplayList[x][y];
sprite.x = particle.x;
sprite.y = particle.y;
sprite.rotation = particle.radian * _TO_DEGREE;
}
}
}
}
}
class Particle
{
public var x:Number = 0; // 位置
public var y:Number = 0;
public var vx:Number = 0; // 速度
public var vy:Number = 0;
public var ax:Number = 0; // 加速度=力 TOTO:最後まで意味無かったら消す
public var ay:Number = 0;
public var radian:Number = 0; // 向き
public var vr:Number = 0; // 向き速度
public var color:uint = 0x000000; // パーティクルの色。右下の枠の色
public var connect:Array = [true, true, true, true]; // パーティクルの接続状態を毎回チェックしなくていいように、保持しておく
}
class DotMap // ドットのカラー情報元
{
public var w:uint = 16;
public var h:uint = 16;
public var pallet:Array = []; // カラーパレット。ゼロ番は透過色予定:uint
public var strPallet:Array = []; // :String
public var strMap:String = "";
public var map:Array = []; // ピクセルマップ:int
function DotMap(){
init();
readMap();
}
protected function init():void{
w = 16; // 16くらいが妥当。あんまり多すぎると自重で潰れるし、重い
h = 16;
pallet = [0x000000, 0xDC2900, 0xFFA53B, 0x8B7300]; // 一応何色でも可能
strPallet = ["_", "○", "□", "■"];
strMap =
"■■■■■■■■■■■■■■■■"+
"■■■■■■■■■■■■■■■■"+
"■■■■■■■■■■■■■■■■"+
"■■■■■■■■■■■■■■■■"+
"■■■■■■■■■■■■■■■■"+
"■■■■■■■■■■■■■■■■"+
"■■■■■■■■■■■■■■■■"+
"■■■■■■■■■■■■■■■■"+
"■■■■■■■■■■■■■■■■";
}
private function readMap():void{
for (var i:int; i<w*h; i++){
map.push(strPallet.indexOf(strMap.substr(i, 1)));
}
}
public function isDot(x:int, y:int):Boolean{
if (x < 0 || y < 0 || w <= x || h <= y) return false;
if (map[x + y*w] == 0) return false;
return true;
}
public function getColor(x:int, y:int):uint{
if (x < 0 || y < 0 || w <= x || h <= y) return 0;
return pallet[map[x + y*w]];
}
}
class MapPlane extends DotMap
{
override protected function init():void{
w = 16;
h = 16;
pallet = [0x000000, 0xcccccc, 0xEEbbbb, 0xffbcbc, 0xffcccc];
strPallet = ["_", "b", "o", "x", "w"];
strMap =
"_______ow_______"+
"______owww______"+
"_____oowwww_____"+
"_____ooowww_____"+
"______oooo______"+
"______owww______"+
"______owww______"+
"______owww______"+
"______owww______"+
"______owww______"+
"______owww______"+
"______owww______"+
"_____ooowwo_____"+
"____oooooooo____"+
"____oooooooo____"+
"_____oo__oo_____"+
"";
}
}