In case Flash no longer exists; a copy of this site is included in the Flashpoint archive's "ultimate" collection.

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

forked from: 水面ゆらゆらを円に

以前の水面ゆらゆらを円状にしました。
波は前回とは別のごまかし方法を採用。あいかわらずインチキ波
マウスのインタラクションはとりあえず無し。
// forked from cda244's 水面ゆらゆらを円に
/*
以前の水面ゆらゆらを円状にしました。
波は前回とは別のごまかし方法を採用。あいかわらずインチキ波
マウスのインタラクションはとりあえず無し。
*/

package
{
	import flash.display.MovieClip;
	import flash.events.Event;
	import flash.events.TimerEvent;
	import flash.utils.Timer;
	import flash.geom.Point;
	[SWF(width="300", height="300", backgroundColor="0x000000", frameRate="30")] 
    
	public class Wave extends MovieClip
	{
		public const STAGE_W:uint = 300;
		public const STAGE_H:uint = 300;
		public const NUM:uint=50;	//頂点数
		
		private const AUTO_INTERVAL:uint = 1500;	//オート波が起きる間隔 msec
		
		public 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 autoTimer:Timer;
		private var autoDiff:Number = 0;
		
		public function Wave():void
		{
			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 );
			}
			mdlPt.push( new Point( (vertexes[NUM-1].x+vertexes[0].x)*0.5, (vertexes[NUM-1].y+vertexes[0].y)*0.5 ) );
			
			addEventListener(Event.ENTER_FRAME, updateWave);
			
			startIndex[1] = uint(NUM*0.25);
			autoTimer = new Timer(AUTO_INTERVAL);
			autoTimer.addEventListener(TimerEvent.TIMER, generateAutoWave);
			autoTimer.start();
		}
		
		
		private function generateAutoWave(tEvt:TimerEvent):void
		{
			autoDiff = 50;
			startIndex[1] = uint( Math.random()*(NUM-1) );
			//startIndex[1] = uint(NUM*0.75);
		}
		
		
		
		
		//---------------------------------------
		//	各種更新
		//---------------------------------------
		private function updateWave(evt:Event):void
		{
			//それぞれの波の減衰
			autoDiff -= autoDiff*0.1;

			
			var i:int;

			//-------------------------------------
			//差分更新
			//-------------------------------------
			var d:uint;
			var tmpIndex:int;
			var prevIndex:int;


			for(i=0; i <NUM-1; i++){	diffPt[1][i] = 0;	}
			diffPt[1][startIndex[1]] = autoDiff;
			
			vertexes[startIndex[1]].uodatePos( autoDiff );
			
			//外まわり
			for(i=startIndex[1]+1; i <startIndex[1]+NUM*0.5; i++){
				tmpIndex = i;	if(i>NUM-1){	tmpIndex -= NUM;	}
				vertexes[tmpIndex].uodatePos( diffPt[0][tmpIndex]+diffPt[1][tmpIndex] );
			}
			//内まわり
			for(i=startIndex[1]-1; i >startIndex[1]-NUM*0.5-1; i--){
				tmpIndex = i;	if(i<0){	tmpIndex += NUM;	}
				vertexes[tmpIndex].uodatePos( diffPt[0][tmpIndex]+diffPt[1][tmpIndex] );
			}

			//頂点
			for(i=1; i<NUM; i++){
				mdlPt[i-1].x = (vertexes[i-1].x + vertexes[i].x)*0.5;
				mdlPt[i-1].y = (vertexes[i-1].y + vertexes[i].y)*0.5;
			}
			mdlPt[NUM-1].x = (vertexes[NUM-1].x + vertexes[0].x)*0.5;
			mdlPt[NUM-1].y = (vertexes[NUM-1].y + vertexes[0].y)*0.5;

			
			drawWave();
		}
		
		
		//---------------------------------------
		//	描画
		//---------------------------------------
		private function drawWave():void
		{
			graphics.clear();
			graphics.beginFill(0xFFFFFF, 1);

			graphics.moveTo( mdlPt[NUM-1].x, mdlPt[NUM-1].y);
			for(var i:uint=0; i<NUM; i++){
				graphics.curveTo( vertexes[i].x, vertexes[i].y, mdlPt[i].x, mdlPt[i].y);
			}
			graphics.endFill();
		}
		
	}
	
}
	
	class Vertex
	{
		static const C_X:uint =150;
		static const C_Y:uint =150;
		static const BASE_R:uint = 100;
		static const PI:Number = Math.PI;
		static const FRICTION:Number = 0.1;
		static const DECELERATION:Number = 0.9;
		
		public var x:Number;
		public var y:Number;
		private var rad:Number=0;
		private var ampR:Number=0;
		private var nextID:int;
		private var prevID:int;
		private var parent:Object;
		private var goalR:Number=BASE_R;
		
		
		internal var r:Number=BASE_R;
		
		
		public function Vertex(prmID:uint, prmParent:Object):void
		{
			parent = prmParent;
			nextID = prmID+1;	if(nextID==parent.NUM){	nextID=0;	}
			prevID = prmID-1;	if(prevID==-1){	prevID=parent.NUM-1;	}
			
			rad = 2 * PI * prmID / parent.NUM;
			
			x = C_X + BASE_R * Math.cos( rad  );
			y = C_Y + BASE_R * Math.sin( rad  );
		}
		
		
		public function uodatePos(diffVal:Number):void
		{
			if(diffVal != 0){
				goalR = BASE_R + diffVal;
			}
			else{
				goalR = (parent.vertexes[prevID].r+parent.vertexes[nextID].r)*0.5;
			}
			ampR += goalR - r;
			r += ampR * FRICTION;
			ampR *= DECELERATION;
			
			x = C_X + r * Math.cos( rad );
			y = C_Y + r * Math.sin( rad );
		}
		
	}