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

forked from: [Box2D] デジタルししおどし (カラーバリエーション)

回転ジョイントの勉強をかねて「ししおどし」を作ってみました。

[ 参考にさせていただいたサイト ]
http://d.hatena.ne.jp/nitoyon/20090428/box2dflashas3_2_0_2
http://sakeprog.cocolog-nifty.com/sake/2008/05/box2dflashas3_0054.html#more
http://hokori.net/category/note/
http://nutsu.com/blog/2008/091721_as_box2djoint.html
// forked from enoeno's [Box2D] デジタルししおどし (カラーバリエーション)
/*
回転ジョイントの勉強をかねて「ししおどし」を作ってみました。

[ 参考にさせていただいたサイト ]
http://d.hatena.ne.jp/nitoyon/20090428/box2dflashas3_2_0_2
http://sakeprog.cocolog-nifty.com/sake/2008/05/box2dflashas3_0054.html#more
http://hokori.net/category/note/
http://nutsu.com/blog/2008/091721_as_box2djoint.html

*/
package  {
    import Box2D.Collision.b2AABB;
    import Box2D.Collision.Shapes.*;
    import Box2D.Common.Math.b2Vec2;
    import Box2D.Dynamics.b2Body;
    import Box2D.Dynamics.b2BodyDef;
    import Box2D.Dynamics.b2DebugDraw;
    import Box2D.Dynamics.b2World;
	import Box2D.Dynamics.Joints.b2DistanceJoint; 
    import Box2D.Dynamics.Joints.b2DistanceJointDef; 
    import Box2D.Dynamics.Joints.b2GearJoint; 
    import Box2D.Dynamics.Joints.b2GearJointDef; 
    import Box2D.Dynamics.Joints.b2MouseJoint; 
    import Box2D.Dynamics.Joints.b2MouseJointDef; 
    import Box2D.Dynamics.Joints.b2PrismaticJoint; 
    import Box2D.Dynamics.Joints.b2PrismaticJointDef; 
    import Box2D.Dynamics.Joints.b2RevoluteJoint; 
    import Box2D.Dynamics.Joints.b2RevoluteJointDef;
	
	
    import flash.display.Sprite;
    import flash.events.Event;
    import flash.events.MouseEvent;
	
	import flash.display.StageScaleMode;
	import flash.display.StageAlign;
	import flash.display.StageQuality;
	import flash.events.TimerEvent;
	import flash.utils.Timer;
	import flash.utils.getTimer;
    
	
    public class ShishiOdoshi extends Sprite {
        private var world:b2World;
		private var m_physScale:uint = 100;
		
		private var m_sprite:Sprite;
		private var colors:Array;
		
		private const ADD_INTERVAL_TIME:int = 300;
		private var myTimer:Timer;
        
        public function ShishiOdoshi():void {

			stage.frameRate=60;
			stage.quality=StageQuality.BEST;
			stage.align=StageAlign.TOP_LEFT;
			stage.scaleMode=StageScaleMode.NO_SCALE;
			
            addEventListener(Event.ENTER_FRAME, enterFrameHandler);
			

			init();
        }
        
       private function init():void {

            var worldAABB:b2AABB = new b2AABB();
            worldAABB.lowerBound.Set(-100, -100);
            worldAABB.upperBound.Set(100, 100);
			
			colors = [ 0xdffe24, 0x84d90a, 0x2a95bf, 0xf2b910, 0xff368c, 0x6cbace];
            
            // 重力
            var gravity:b2Vec2 = new b2Vec2(0, 9.8);
            
 
            world = new b2World(worldAABB, gravity, true);
			
			m_sprite = new Sprite();
			addChild(m_sprite);
            
           
            // 床の設置
            var floorBodyDef:b2BodyDef = new b2BodyDef();
            floorBodyDef.position.Set(2.5, 3.5);

            var floorShapeDef:b2PolygonDef = new b2PolygonDef();
            floorShapeDef.SetAsBox(2, 0.05);
            
            // 物体として作る
            var floor:b2Body = world.CreateBody(floorBodyDef);
            floor.CreateShape( floorShapeDef );
            
            // 坂の設置
            var slopeBodyDef:b2BodyDef = new b2BodyDef();
            slopeBodyDef.position.Set(2.2, 3.3);

            var slopeShapeDef:b2PolygonDef = new b2PolygonDef();
            slopeShapeDef.SetAsOrientedBox(0.3, 0.03, new b2Vec2(0, 0), 0.8);
            
            // 物体として作る
            var slope:b2Body = world.CreateBody(slopeBodyDef);
            slope.CreateShape( slopeShapeDef );
            
			
			
			
// 柱の設置			 
var pillarBodyDef:b2BodyDef = new b2BodyDef();
            pillarBodyDef.position.Set( 2, 3 );
            
  
            var pillarShapeDef:b2PolygonDef = new b2PolygonDef();
            pillarShapeDef.SetAsBox( 0.05, 0.5);
            
            // 物体として作る
            var pillar:b2Body = world.CreateBody( pillarBodyDef );
            pillar.CreateShape( pillarShapeDef );
			
			

			
			
			
			
            var boxBodyDef:b2BodyDef = new b2BodyDef();
            boxBodyDef.position.Set(2.1, 2.6);
            boxBodyDef.angle = 1.25;
           
		   

            var boxShapeDef:b2PolygonDef= new b2PolygonDef();
			boxShapeDef.density = 1;     // 密度 
            boxShapeDef.restitution = 0.01;  // 反発係数
			
			
			 // 物体を作る
			 var boxBody:b2Body = world.CreateBody( boxBodyDef );
			
			boxShapeDef.vertexCount = 4;
			boxShapeDef.vertices[0].Set( 0.2,	-1.2 );
			boxShapeDef.vertices[1].Set( 0.2,	0.6);
			boxShapeDef.vertices[2].Set( 0.1,	0.6 );
			boxShapeDef.vertices[3].Set( 0.1,	-1.2 );
			
			// 形を物体に追加する
			boxBody.CreateShape( boxShapeDef );
			
			
			// 定義を変更してもう1個の形を追加する
			boxShapeDef.vertexCount = 4;
			boxShapeDef.vertices[0].Set( 0.2,	0 );
			boxShapeDef.vertices[1].Set( 0.2,	0.8 );
			boxShapeDef.vertices[2].Set( -0.2,	0.8 );
			boxShapeDef.vertices[3].Set( -0.2,	0 );
			
			// 形を物体に追加する
			boxBody.CreateShape( boxShapeDef );
			
			
			// 定義を変更してもう1個の形を追加する
			boxShapeDef.vertexCount = 4;
			boxShapeDef.vertices[0].Set( -0.1,	-0.8 );
			boxShapeDef.vertices[1].Set( -0.1,	0.6 );
			boxShapeDef.vertices[2].Set( -0.2,	0.6 );
			boxShapeDef.vertices[3].Set( -0.2,	-0.8 );
			
			// 形を物体に追加する
			boxBody.CreateShape( boxShapeDef );
			
            // 箱を動く物体として作る
            boxBody.SetMassFromShapes();
			
			
			
			// ジョイントの定義   
			var jointDef:b2RevoluteJointDef = new b2RevoluteJointDef();
			jointDef.enableLimit = true
			jointDef.lowerAngle = -90 / (180/Math.PI);
			jointDef.upperAngle = 5 / (180/Math.PI);
			
			var anchor:b2Vec2 = boxBodyDef.position;
			jointDef.Initialize( boxBody, pillar, anchor );
			var revolute_joint : b2RevoluteJoint = world.CreateJoint( jointDef ) as b2RevoluteJoint;
			
			
			var wxArr:Array	= [ 400, 410 ];
			var wyArr:Array	= [ 30, 155 ];
			var wwArr:Array	= [ 5, 200 ];
			var whArr:Array	= [ 50, 5 ];
			var rArr:Array		= [ -0.2, -0.45 ];
			
			/* Pipe */
			for (var j:uint = 0; j < wxArr.length; j++) {
				var PipeBodyDef:b2BodyDef = new b2BodyDef();
				PipeBodyDef.position.Set(wxArr[j] / m_physScale, wyArr[j] / m_physScale);
				
				var PipeShapeDef:b2PolygonDef = new b2PolygonDef();
				PipeShapeDef.SetAsOrientedBox(wwArr[j] / 2 / m_physScale, whArr[j]/2 / m_physScale, new b2Vec2(0,0), rArr[j]);
				
				var PipeBody:b2Body = world.CreateBody( PipeBodyDef);
				PipeBody.CreateShape( PipeShapeDef);
			}
			
			myTimer = new Timer(ADD_INTERVAL_TIME, 0);
			myTimer.addEventListener(TimerEvent.TIMER, addCircle);
			myTimer.start();

		   
		   /*
		   addCircle();
		   addCircle();
		   addCircle();
		   */
		   
		   ////////////////////////////////////////
            // 描画設定
            
            var debugDraw:b2DebugDraw = new b2DebugDraw();
            debugDraw.m_sprite = this;
            debugDraw.m_drawScale = 100; // 1mを100ピクセルにする
            debugDraw.m_fillAlpha = 1; // 不透明度
            debugDraw.m_lineThickness = 1; // 線の太さ
			//debugDraw.m_drawFlags = b2DebugDraw.e_shapeBit | b2DebugDraw.e_jointBit | b2DebugDraw.e_centerOfMassBit;
			debugDraw.m_drawFlags = b2DebugDraw.e_shapeBit;

            world.SetDebugDraw(debugDraw);
		}
        
        private function enterFrameHandler(event:Event):void {
            if (world == null) {
                return;
            }
            // 物理シミュレーションを進める
            world.Step(1 / 24, 10);
			for (var bb:b2Body = world.m_bodyList; bb; bb = bb.m_next){
				if (bb.m_userData is Sprite){
					bb.m_userData.x = bb.GetPosition().x * 100;
					bb.m_userData.y = bb.GetPosition().y * 100;
					bb.m_userData.rotation = bb.GetAngle() * (180/Math.PI);
				}
                                if(bb.GetPosition().x > stage.stageWidth/100 ){
					//trace("delete : "+bb);
					world.DestroyBody(bb);
                                        m_sprite.removeChild(bb.m_userData);
				}
				
			}
			
        }
		private function addCircle(e:TimerEvent):void{
			

			
			var	circleDef:b2CircleDef = new b2CircleDef();
					//circleDef.radius = Math.random()/10+0.00075;
					circleDef.radius = 0.05;
					circleDef.density = 1;
					circleDef.friction = 0.05;
					circleDef.restitution = 0.01;
				
			var	circleBD:b2BodyDef = new b2BodyDef();
					circleBD.position.Set(400/ m_physScale, 0);
			
					
			
			// 実際の円を生成
		   var sp:Sprite = new Sprite;
		   sp.graphics.beginFill( getColor(), 2.6);
		   sp.graphics.drawCircle(0, 0, 30);
		   sp.graphics.endFill();
		
		   // 円を保存
		   circleBD.userData=sp;
		   circleBD.userData.width=10;
		   circleBD.userData.height=10;
		   m_sprite.addChild(circleBD.userData);
		   
		   var circleBody:b2Body = world.CreateBody( circleBD );
				circleBody.CreateShape( circleDef );
				circleBody.SetMassFromShapes();	

		}//end of function
		
		private function getColor():Number {
			return  colors[ Math.floor(Math.random()*colors.length) ];
		}//end of function
    }
}