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

forked from: 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
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by knj 05 Jan 2011
// forked from cda244'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.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;
    [SWF(width="300", height="300", backgroundColor="0xFFFFFF", frameRate="30")] 
    
    public class Wave extends MovieClip
    {
        public const STAGE_W:uint = 300;
        public const STAGE_H:uint = 300;
        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 = 3000;    //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 function Wave():void
        {
            stage.align = StageAlign.TOP_LEFT;
            stage.scaleMode = StageScaleMode.NO_SCALE;
            
            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
            var mX:int = mouseX;
            if(mX < 0){    mX = 0;    }
            else if(mX > STAGE_W-2){    mX = STAGE_W-2;    }    //-2はみ出さないための保険
            
            startIndex[0] = 1+Math.floor( (NUM-2) * mX / STAGE_W );
            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].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(0x666666, 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;
        }
        
    }