Water in Ball
//////////////////////////////////////////////////////////////////////////////
[AS3.0] Waveクラスに挑戦! (2)
http://www.project-nya.jp/modules/weblog/details.php?blog_id=1133
//////////////////////////////////////////////////////////////////////////////
/**
* Copyright ProjectNya ( http://wonderfl.net/user/ProjectNya )
* MIT License ( http://www.opensource.org/licenses/mit-license.php )
* Downloaded from: http://wonderfl.net/c/askf
*/
////////////////////////////////////////////////////////////////////////////////
// [AS3.0] Waveクラスに挑戦! (2)
// http://www.project-nya.jp/modules/weblog/details.php?blog_id=1133
////////////////////////////////////////////////////////////////////////////////
package {
import flash.display.Sprite;
import flash.display.Shape;
import flash.display.BlendMode;
[SWF(backgroundColor="#FFFFFF", width="465", height="465", frameRate="30")]
public class Main extends Sprite {
private var water:Wave;
private static var waves:Array = [190, 198, 206, 214];
private static var segments:uint = 5;
private static var xOffset:Number = 0.25;
private static var yOffset:Number = 0.01;
private var ball:Ball;
public function Main() {
init();
}
private function init():void {
var frame:Shape = new Shape();
frame.graphics.beginFill(0xFFFFFF);
frame.graphics.drawCircle(0, 0, 116);
frame.graphics.endFill();
frame.x = 150;
frame.y = 120;
water = new Wave(300, 240, 0.2, 0.4);
water.x = -150;
water.y = -120;
water.blendMode = BlendMode.MULTIPLY;
water.addChild(frame);
water.mask = frame;
water.initialize(waves, segments, xOffset, yOffset);
water.start();
ball = new Ball(0, 120, 0xFFFFFF);
addChild(ball);
ball.x = 232;
ball.y = 335;
ball.contain(water);
}
}
}
import flash.display.Sprite;
import flash.events.Event;
import flash.geom.Point;
import frocessing.math.PerlinNoise;
import frocessing.color.ColorHSV;
//import org.libspark.utils.GeomUtil;
class Wave extends Sprite {
private var canvas:Sprite;
private var perlin:PerlinNoise;
private var color:ColorHSV;
private var t:Number = 0;
private var bWidth:uint;
private var bHeight:uint;
private var top:Number = 0.2;
private var bottom:Number = 0.6;
private var amplitude:Number = bottom - top;
private var waves:Array = [190, 198, 206, 214];
private var segments:uint = 5;
private var ratio:Number = 1/segments;
private var xOffset:Number = 0.25;
private var yOffset:Number = 0.01;
private static var tightness:uint = 40;
public function Wave(w:uint, h:uint, t:Number = 0.2, b:Number = 0.6) {
bWidth = w;
bHeight = h;
top = t;
bottom = b;
amplitude = bottom - top;
init();
}
private function init():void {
canvas = new Sprite();
addChild(canvas);
perlin = new PerlinNoise();
color = new ColorHSV();
}
public function initialize(w:Array = null, s:uint = 5, xo:Number = 0.25, yo:Number = 0.01):void {
waves = w;
if (waves == null) waves = [190, 198, 206, 214];
segments = s;
xOffset = xo;
yOffset = yo;
ratio = 1/segments;
}
public function start():void {
addEventListener(Event.ENTER_FRAME, draw, false, 0, true);
}
public function stop():void {
removeEventListener(Event.ENTER_FRAME, draw);
}
private function draw(evt:Event):void {
canvas.graphics.clear();
for (var d:uint = 0; d < waves.length; d++) {
var points:Array = new Array();
points.push(new Point(-bWidth*ratio, bHeight*amplitude));
for (var n:uint = 1; n <= segments+1; n++) {
var xPos:Number = n*bWidth*ratio;
var yPos:Number = perlin.noise(n*xOffset*d, t)*bHeight*amplitude + bHeight*top;
points.push(new Point(xPos-bWidth*ratio, yPos));
}
t += yOffset;
points.push(new Point(bWidth*(1+ratio), bHeight*amplitude));
points.unshift(points[0]);
points.push(points[points.length-1]);
color.h = waves[d];
canvas.graphics.beginFill(color.value, 0.2);
canvas.graphics.moveTo(points[0].x, points[0].y);
for (var p:uint = 0; p < points.length-3; p++) {
var p0:Point = points[p];
var p1:Point = points[p+1];
var p2:Point = points[p+2];
var p3:Point = points[p+3];
for (var s:uint = 1; s < tightness+1; s++) {
//var px:Number = GeomUtil.spline(p0.x, p1.x, p2.x, p3.x, s/tightness);
//var py:Number = GeomUtil.spline(p0.y, p1.y, p2.y, p3.y, s/tightness);
var px:Number = spline(p0.x, p1.x, p2.x, p3.x, s/tightness);
var py:Number = spline(p0.y, p1.y, p2.y, p3.y, s/tightness);
canvas.graphics.lineTo(px, py);
}
}
canvas.graphics.lineTo(bWidth*(1+ratio), bHeight);
canvas.graphics.lineTo(-bWidth*ratio, bHeight);
canvas.graphics.endFill();
}
}
private function spline(p0:Number, p1:Number, p2:Number, p3:Number, t:Number):Number {
var v0:Number = (p2 - p0) * 0.5;
var v1:Number = (p3 - p1) * 0.5;
var t2:Number = t * t;
var t3:Number = t2 * t;
return (2 * p1 - 2 * p2 + v0 + v1) * t3 + ( -3 * p1 + 3 * p2 - 2 * v0 - v1) * t2 + v0 * t + p1;
}
}
import flash.display.Sprite;
import flash.display.Shape;
import flash.display.DisplayObject;
import flash.filters.DropShadowFilter;
import flash.filters.GlowFilter;
import flash.geom.Matrix;
import flash.display.GradientType;
import flash.display.SpreadMethod;
import flash.display.InterpolationMethod;
import frocessing.color.ColorHSV;
class Ball extends Sprite {
public var id:uint;
private var radius:uint;
private var color:uint;
private var hsv:ColorHSV;
private var ball:Sprite;
private var base:Shape;
private var inside:Sprite;
private var light:Shape;
private var shade:Shape;
private static var bColor:uint = 0xFFFFFF;
private static var sColor:uint = 0x000000;
private var shaded:Boolean;
private static var shadeHeight:Number;
public function Ball(n:uint, r:uint, c:uint, a:Number = 1, s:Boolean = true) {
id = n;
radius = r;
shaded = s;
color = c;
hsv = new ColorHSV(0, 1, 1);
hsv.value = color;
draw();
ball.alpha = a;
shadeHeight = radius*5;
}
public function init(hue:uint):void {
hsv.h = hue;
color = hsv.value;
createBase();
}
public function contain(obj:DisplayObject):void {
inside.addChild(obj);
}
public function set altitude(h:Number):void {
ball.y = -radius-h;
shade.alpha = 1 - h/shadeHeight;
}
private function draw():void {
if (shaded) {
shade = new Shape();
addChild(shade);
createShade();
}
ball = new Sprite();
addChild(ball);
ball.y = -radius;
base = new Shape();
ball.addChild(base);
inside = new Sprite();
ball.addChild(inside);
light = new Shape();
ball.addChild(light);
createBase();
createLight();
}
private function createBase():void {
base.graphics.clear();
base.graphics.beginFill(color);
base.graphics.drawCircle(0, 0, radius);
base.graphics.endFill();
hsv.v = 0.8;
var darken:uint = hsv.value;
var glow:GlowFilter = new GlowFilter(darken, 1, radius*0.5, radius*0.5, 2, 3, true, false);
base.filters = [glow];
}
private function createLight():void {
var colors:Array = [bColor, bColor];
var alphas:Array = [0.7, 0];
var ratios:Array = [0, 191];
var matrix:Matrix = new Matrix();
var w:Number = radius*1.44;
var h:Number = radius*1.35;
var yOffset:Number = radius*0.95;
matrix.createGradientBox(w, h, 0.5*Math.PI, -w*0.5, -yOffset);
light.graphics.beginGradientFill(GradientType.LINEAR, colors, alphas, ratios, matrix, SpreadMethod.PAD, InterpolationMethod.RGB, 0);
light.graphics.drawEllipse(-w*0.5, -yOffset, w, h);
light.graphics.endFill();
}
private function createShade():void {
shade.graphics.beginFill(sColor);
shade.graphics.drawEllipse(-radius*0.75, -radius*0.1775, radius*1.5, radius*0.375);
shade.graphics.endFill();
var shadow:DropShadowFilter = new DropShadowFilter(0, 90, sColor, 0.5, radius*0.15, radius*0.15, 1, 3, false, false, true);
shade.filters = [shadow];
}
}