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

FoxNineTails

狐の尻尾です。ちょっとプルプルしすぎです。
細かい修正や、説明コメントはまだ

キーボードのLで、ロック解除
キーボードのDで、骨組み表示 

改造次第で、ヒルにも、地球外生命体にもなる気がします。もれなくプルプルしてると思いますが。
先っぽを白くしました。

尻尾ブームに便乗。
九尾!
あんまり尻尾見すぎてゲシュタルト崩壊起こした。
by coppieee
/**
 * Copyright coppieee ( http://wonderfl.net/user/coppieee )
 * MIT License ( http://www.opensource.org/licenses/mit-license.php )
 * Downloaded from: http://wonderfl.net/c/fdbX
 */

// forked from tail_y's FoxTailColor
package
{

	/*
	 狐の尻尾です。ちょっとプルプルしすぎです。
	 細かい修正や、説明コメントはまだ
	 
	 キーボードのLで、ロック解除
	 キーボードのDで、骨組み表示 
	 
	 改造次第で、ヒルにも、地球外生命体にもなる気がします。もれなくプルプルしてると思いますが。
	 先っぽを白くしました。
	 */
	 
	/**
	 * 尻尾ブームに便乗。
	 * 九尾!
	 * あんまり尻尾見すぎてゲシュタルト崩壊起こした。
	 * by coppieee
	 */
	
	import flash.display.Bitmap;
	import flash.display.BitmapData;
	import flash.display.BlendMode;
	import flash.display.GradientType;
	import flash.display.Graphics;
	import flash.display.Sprite;
	import flash.display.StageQuality;
	import flash.events.Event;
	import flash.events.KeyboardEvent;
	import flash.events.MouseEvent;
	import flash.filters.BevelFilter;
	import flash.filters.BlurFilter;
	import flash.geom.ColorTransform;
	import flash.geom.Matrix;
	import flash.geom.Point;
	import flash.geom.Rectangle;

	public class FoxTail extends Sprite
	{
		
		public function FoxTail()
		{
			addEventListener(Event.ADDED_TO_STAGE, init);	// flexBuilderとの互換性。
            //Wonderfl.capture_delay(1);    // キャプチャを遅らせます。
		}
		
		public static const STAGE_W:uint = 465;
		public static const STAGE_H:uint = 465;
		private static const _PI:Number = Math.PI;
		private static const _PI2:Number = 2.0 * _PI;
		
		private static const _WALL_LEFT:Number = 0;
		private static const _WALL_RIGHT:Number = 465;
		private static const _GROUND_LINE:Number = 400;
		
		private static const _DERIVATION:int = 4;
		
		private static const _GRAVITY:Number = 0.4 / _DERIVATION;
		private static const _ROTATION_RATE:Number = 0.05 / _DERIVATION;	// 自身バネ(根元)
		private static const _VERTICAL_RATE:Number = 0.5 / _DERIVATION;	// ターゲットバネ(さきっぽ)
		private static const _MOUSE_PULL_RATE:Number = 0.3 / _DERIVATION;
		
		private static const _FRICTION:Number = 1 - 0.1 / _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 _COLOR:uint = 0xE8B453;
		
		private static const _TAIL_COUNT:int = 9;
		
		//private var _boneList:/*BoneCircle*/Array = [];
		private var _dragTarget:BoneCircle = null;
		//private var _dragId:int = -1;
		//private var _boneLayer:Sprite;
		private var _tails:Vector.<Tail>;
		
		private var _displayLayer:Sprite;
		private var _displayWhiteLayer:Sprite;
		
		private var _shadowLayer:Bitmap;
		private var _shadow:BitmapData = new BitmapData(STAGE_W, STAGE_H, true, 0x00000000);
		private var _clear:BitmapData = new BitmapData(STAGE_W, STAGE_H, false, 0x888888);
		private var _cover:BitmapData = new BitmapData(STAGE_W, STAGE_H, true, 0x00000000);
		
		private var _bevel:BevelFilter = new BevelFilter(25, 100, 0x000000, 0, 0xBD9243, 1, 35, 35, 1, 1);
		
		private var _topLock:Boolean = true;
		private static const _LOCK_Y:int = 50;
		
		private function init(e:Event):void {	// ここから開始
			removeEventListener(Event.ADDED_TO_STAGE, init);
			// SWF設定
			stage.frameRate = 30;
			stage.quality = StageQuality.MEDIUM;
			var bg:Sprite = new Sprite();	// wonderflではキャプチャに背景色が反映されないので、背景色Spriteで覆う。
            bg.graphics.beginFill(0xffffff, 1);
			bg.graphics.drawRect(0, 0, STAGE_W, STAGE_H);
			addChild(bg);
			
			// 色々準備
			var coverGradient:Sprite = new Sprite();
            var matrix:Matrix = new Matrix()
            matrix.createGradientBox(STAGE_W, STAGE_H, Math.PI / 2, STAGE_W / 2, STAGE_H / 2)
            coverGradient.graphics.beginGradientFill(GradientType.LINEAR, [0xffffff, 0xffffff], [1, 0], [0, 230], matrix);
            coverGradient.graphics.drawRect(0, 0, STAGE_W, STAGE_H);
            _cover.draw(coverGradient);
			
			_shadowLayer = new Bitmap(_shadow);
			addChild(_shadowLayer);
			
			_displayLayer = new Sprite();
			_displayLayer.filters = [_bevel];
			addChild(_displayLayer);
			
			_displayWhiteLayer = new Sprite();
			_displayWhiteLayer.filters = [new BlurFilter(10, 10, 4)];
			addChild(_displayWhiteLayer);
			
			_tails = new Vector.<Tail>();
			for (var i:int = 0; i < _TAIL_COUNT; i++ )
			{
				var tail:Tail = new Tail();
				_tails.push(tail);
				
				
				tail.boneLayer = new Sprite();
				tail.boneLayer.alpha = 0;	// マウスを取ってもらうので、完全には消さない
				tail.hurihuri = Math.PI * 2 *i/ _TAIL_COUNT;
				addChild(tail.boneLayer);
				
				resetLastXAndId()
				// 骨組みを用意する。
				var tmpR:Number = 0;
				addBone(tail,tmpR+= 1, 15);
				addBone(tail,tmpR+= 7, 22);
				addBone(tail,tmpR+= 10, 30);
				addBone(tail,tmpR+= 10, 30);
				addBone(tail,tmpR+= 10, 30);
				addBone(tail,tmpR+= 6, 30);
				addBone(tail,tmpR+= 3, 30);
				addBone(tail,tmpR-= 4, 30);
				addBone(tail,tmpR-= 7, 30);
				addBone(tail,tmpR-= 12, 30);
				addBone(tail,tmpR-= 12, 20);
			}
			// ドラッグ解除
			stage.addEventListener(MouseEvent.MOUSE_UP, bornMouseUpEvent());
			// フレームの処理を登録
			addEventListener(Event.ENTER_FRAME, onEnterFrame);
			// キーの処理を登録
			stage.addEventListener(KeyboardEvent.KEY_DOWN, onKeyDown);
			
			
		}
		private var _id:int = 0;
		private var _lastX:Number = 50;
		private function addBone(tail:Tail, radius:Number, connectLength:Number):void{
			var bone:BoneCircle = new BoneCircle(radius, connectLength);
			bone.y = _LOCK_Y;
			bone.x = _lastX;
			bone.tail = tail;
			tail.boneList.push(bone);
			tail.boneLayer.addChild(bone);
			// マウスイベント
			bone.addEventListener(MouseEvent.MOUSE_DOWN, bornMouseDownEvent(bone));
			
			_lastX += connectLength;
		}
		private function resetLastXAndId():void
		{
			_id = 0;
			_lastX = 50;
		}
		
		// フレーム挙動
		private function onEnterFrame(event:Event):void
		{
			graphicClear();
			for each(var tail:Tail in _tails)
			{
				for (var i:int = 0; i < _DERIVATION; i++)
				{
					rotate(tail.boneList);
					foce(tail.boneList);
					move(tail.boneList);
				}
				draw(tail.boneList);
				var bone:BoneCircle = tail.boneList[tail.boneList.length-2];
				tail.hurihuri += Math.PI / 180 * 8 * Math.random();
				bone.vx = Math.cos(tail.hurihuri)*5;
				bone.vy = Math.sin(tail.hurihuri)*4;
			}
			foceTails();
			drawShadow();
		}
		
		// ボーンの向きを決定する
		private function rotate(boneList:/*BoneCircle*/Array):void{
			var l:int = boneList.length;
			for (var i:int=0; i < l; i++){
				var baceBone:BoneCircle = boneList[i];
				var targetBone:BoneCircle = boneList[i+1];
				if (i + 1 < l){
					calcConnectRForce(baceBone, targetBone, 0);
					calcConnectRForce(targetBone, baceBone, _PI);
				}
				//if (i == _dragId) {  baceBone.vr *= _MOUSE_ROTATE_FRICTION;  }
				if (baceBone == _dragTarget) {  baceBone.vr *= _MOUSE_ROTATE_FRICTION;  }
				
				baceBone.vr *= _FRICTION;	// 摩擦
			}
		}
		//しっぽ同士の力関係。
		private function foceTails():void
		{
			//重心
			var gravity:Point = new Point();
			(function():void{
				if(_dragTarget == null)
				{
					for each(var tail:Tail in _tails)
					{
						gravity.x += tail.boneList[tail.boneList.length-1].x;
						gravity.y += tail.boneList[tail.boneList.length-1].y;
					}
					gravity.x /= _tails.length;
					gravity.y /= _tails.length;
				}else
				{
					var lis:Array = _dragTarget.tail.boneList;
					gravity.x = lis[lis.length-1].x;
					gravity.y = lis[lis.length-1].y;
				}
			})()
			for each(var tail:Tail in _tails)
			{
				var bone:BoneCircle = tail.boneList[tail.boneList.length-1];
				var p:Point = pullForce(bone.x, bone.y, gravity.x, gravity.y, 0.3);
				bone.vx += p.x;
				bone.vy += p.y;
			}
		}
		
		// 力関係、加速度を整理する。
		private function foce(boneList:/*BoneCircle*/Array):void{
			var l:int = boneList.length;
			for (var i:int=0; i < l; i++){
				var bone:BoneCircle = boneList[i];
				bone.vy += _GRAVITY;
				
				//if (_dragId == i){	// マウスで引っ張る
				if (_dragTarget == bone)
				{
					var vPoint:Point = pullForce(bone.x, bone.y, mouseX, mouseY, _MOUSE_PULL_RATE);
					bone.vx += vPoint.x;
					bone.vy += vPoint.y;
				}
				
				if (i + 1 < l){
					calcConnectFoce(bone, boneList[i+1], 0);
					calcConnectFoce(boneList[i+1], bone, _PI);
				}
				
				// 摩擦
				bone.vx *= _FRICTION;
				bone.vy *= _FRICTION;
				//if (i == _dragId)
				if (_dragTarget == bone)
				{
					bone.vx *= _MOUSE_MOVE_FRICTION;
					bone.vy *= _MOUSE_MOVE_FRICTION;
				}
				
			}
		}
		
		// 接続されたパーツの回転方向を計算する
		private static function calcConnectRForce(baceBone:BoneCircle, targetBone:BoneCircle, connectAngle:Number):void{
			var angle:Number = Math.atan2(targetBone.y - baceBone.y, targetBone.x - baceBone.x);
			baceBone.vr += ajustRadian(angle - (connectAngle + baceBone.radian)) * _ROTATION_RATE;
		}
		
		// 接続された2パーツの力を計算する
		private static function calcConnectFoce(baceBone:BoneCircle, targetBone:BoneCircle, connectAngle:Number):void{
			var toAngle:Number = ajustRadian(connectAngle + baceBone.radian);
			var toX:Number = baceBone.x + Math.cos(toAngle) * baceBone.connectLength;
			var toY:Number = baceBone.y + Math.sin(toAngle) * baceBone.connectLength;
			var vx:Number = (targetBone.x - toX) * _VERTICAL_RATE;
			var vy:Number = (targetBone.y - toY) * _VERTICAL_RATE;
			baceBone.vx += vx;
			baceBone.vy += vy;
			targetBone.vx -= vx;
			targetBone.vy -= vy;
		}
		// 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 static 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 static 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 static function ajustRadian(radian:Number):Number{
			return radian - _PI2 * Math.floor( 0.5 + radian / _PI2);
		}
		
		// 移動を反映。
		private function move(boneList:/*BoneCircle*/Array):void
		{
			for each(var bone:BoneCircle in boneList)
			{
				bone.x += bone.vx;
				bone.y += bone.vy;
				bone.radian += bone.vr;
				// 壁チェック
				if (0 < bone.vy && _GROUND_LINE - bone.radius < bone.y){
					bone.y = _GROUND_LINE - bone.radius;
					bone.vy = 0;
				}
				if (bone.vx < 0 && bone.x < _WALL_LEFT + bone.radius){
					bone.x = _WALL_LEFT + bone.radius;
					bone.vx = 0;
				}else if (0 < bone.vx && _WALL_RIGHT - bone.radius < bone.x){
					bone.x = _WALL_RIGHT - bone.radius;
					bone.vx = 0;
				}
				// 回転方向を反映
				bone.rotation = bone.radian * 180 / Math.PI;
			}
			if (_topLock)
			{
				var topBone:BoneCircle = boneList[boneList.length - 1];
				topBone.vy = 0;
				topBone.y = _LOCK_Y;
			}
		}
		
		private function graphicClear():void
		{
			_displayLayer.graphics.clear();
			_displayWhiteLayer.graphics.clear();
		}
		// 表示。
		private function draw(boneList:/*BoneCircle*/Array):void
		{
			var pointListX:/*Number*/Array = [];
			var pointListY:/*NUmber*/Array = [];
			
			(function():void{
				for each(var bone:BoneCircle in boneList)
				{
					var cosR:Number = Math.cos(bone.radian + _PI/2)*bone.radius;
					var sinR:Number = Math.sin(bone.radian + _PI/2)*bone.radius;
					pointListX.push(bone.x + cosR);
					pointListY.push(bone.y + sinR);
					pointListX.unshift(bone.x - cosR);
					pointListY.unshift(bone.y - sinR);
				}
			})();
			
			(function():void{
				var g:Graphics = _displayLayer.graphics;
				//g.clear();
				g.beginFill(_COLOR, 1);
				var l:Number = pointListX.length - 1;
				var baceX:Number = (pointListX[0] + pointListX[1])/2;
				var baceY:Number = (pointListY[0] + pointListY[1])/2;
				g.moveTo(baceX, baceY);
				for (var i:int=1; i < l; i++){
					g.curveTo(pointListX[i], pointListY[i], (pointListX[i] + pointListX[i+1])/2, (pointListY[i] + pointListY[i+1])/2);
				}
				g.lineTo(baceX, baceY);
			})();
			
			(function():void{
				var g:Graphics = _displayWhiteLayer.graphics;
				//g.clear();
				g.beginFill(0xFFFFFF, 1);
				var l:Number = pointListX.length - 5;
				var baceX:Number = (pointListX[15] + pointListX[16])/2;
				var baceY:Number = (pointListY[15] + pointListY[16])/2;
				g.moveTo(baceX, baceY);
				for (var i:int = 5; i < l; i++)
				{
					g.curveTo(pointListX[i], pointListY[i], (pointListX[i] + pointListX[i+1])/2, (pointListY[i] + pointListY[i+1])/2);
				}
			})();
		}
		
		private var _rect:Rectangle = new Rectangle(0, 0, STAGE_W, STAGE_H);
		private var _point:Point = new Point();
		private var _shadowMatrix:Matrix = new Matrix(1, 0, 0, 0.5, 0, STAGE_H/2-30);
		private var _shadowColor:ColorTransform = new ColorTransform(0,0,0,1, 0,0,0,0);
		private var _shadowBlur:BlurFilter = new BlurFilter(30, 30, 1);
		private function drawShadow():void{
			_shadow.lock();
			_shadow.copyPixels(_clear, _rect, _point);
			_shadow.draw(_displayLayer, _shadowMatrix, _shadowColor);
			_shadow.applyFilter(_shadow, _rect, _point, _shadowBlur);
			_shadow.draw(_cover);
			_shadow.unlock();
		}
			
		
		// マウスイベント
		//private function bornMouseDownEvent(i:int):Function{
			//return function (event:Event):void{	startBornDrag(i);};
		//}
		private function bornMouseDownEvent(target:BoneCircle):Function{
			return function (event:Event):void{	startBornDrag(target);};
		}
		private function bornMouseUpEvent():Function{
			return function (event:Event):void{	endBornDrag();};
		}
		
		// ドラッグ
		//private function startBornDrag(bornNum:int):void{
			//_dragId = bornNum;
		//}
		private function startBornDrag(born:BoneCircle):void
		{
			_dragTarget = born;
		}
		private function endBornDrag():void{
			//_dragId = -1;
			_dragTarget = null;
		}
		
		private function onKeyDown(event:KeyboardEvent):void{
			if (event.keyCode == 76){	// L
				trace("changeLock");
				_topLock = !_topLock;
			}
			if (event.keyCode == 68){	// D
				trace("changeDisplay");
				for each(var tail:Tail in _tails)
				{
					tail.boneLayer.alpha = tail.boneLayer.alpha ? 0 : 1;
				}
			}
		}
	}
}
import flash.display.Sprite;
class Tail
{
	//シッポの回転量
	public var hurihuri:Number = 0;
	public var boneList:/*BoneCircle*/Array = [];
	public var dragId:int = -1;
	public var boneLayer:Sprite;
}
class BoneCircle extends Sprite
{
	public var tail:Tail;
	public var radius:Number;	// 半径
	public var connectLength:Number;	// 次パーツとのつながりの長さ
	
	public var radian:Number = 0;	// 一時的な回転量。
	
	public var vx:Number = 0;
	public var vy:Number = 0;
	public var vr:Number = 0;
	
	
	
	public function BoneCircle(radius:Number, connectLength:Number)
	{
		this.radius = radius;
		this.connectLength = connectLength;
		
		graphics.beginFill(0xff0000, 0.02);
		graphics.lineStyle(0, 0, 0);
		graphics.drawCircle(0, 0, radius + 20);
		
		graphics.beginFill(0x0000ff, 0.3);
		graphics.lineStyle(1, 0x000088, 1);
		graphics.drawCircle(0, 0, radius);
		
		graphics.moveTo(-radius + 10, 0);
		graphics.lineTo(radius + 10, 0);
		
		
	}
}