forked from: EmissionCreature
/**
* Copyright xshige ( http://wonderfl.net/user/xshige )
* MIT License ( http://www.opensource.org/licenses/mit-license.php )
* Downloaded from: http://wonderfl.net/c/iAdx
*/
// forked from okoi's EmissionCreature
//
// 謎の発光生物を表現
//
//
package
{
import flash.display.Sprite;
import flash.events.Event;
[SWF(width = "465", height = "465")]
public class Main extends Sprite
{
private static const WIDTH:int = 465;
private static const HEIGHT:int = 465;
private var _creature:Creature;
private var _sprite:Sprite;
public function Main():void
{
if (stage) init();
else addEventListener(Event.ADDED_TO_STAGE, init);
}
private function init(e:Event = null):void
{
removeEventListener(Event.ADDED_TO_STAGE, init);
// entry point
graphics.beginFill(0);
graphics.drawRect(0, 0, WIDTH, HEIGHT);
graphics.endFill();
_creature = new Creature();
_creature.Generation(WIDTH / 2, HEIGHT / 2);
_sprite = new Sprite();
addChild(_sprite);
addEventListener(Event.ENTER_FRAME, Update);
}
private function Update(e:Event) : void
{
_creature.Update( stage.mouseX, stage.mouseY );
_sprite.graphics.clear();
_creature.DrawSprite(_sprite);
}
}
}
import flash.display.Graphics;
import flash.display.Sprite;
import flash.geom.Point;
class Creature
{
private var _partlist:/*CreaturePart*/Array;
private var _paths:Vector.<Point>;
private static const PART_INTERVAL:int = 2;
private static const PART_NUM:int = 50;
private static const DEC:Number = 0.1;
private var _tx:Number;
private var _ty:Number;
private var _step:int;
public function Creature() {
_step = 0;
}
public function Generation(startX:Number, startY:Number) : void {
var i:int;
_partlist = new Array();
_paths = new Vector.<Point>();
for ( i = 0; i < PART_NUM; i++ )
{
var type:int = 0;
var tenR:Number = Math.sin( (i / PART_NUM) * Math.PI ) * 30 + 10;
if ( i % 2 == 0 ) type = 1;
var part:CreaturePart = new CreaturePart(type, tenR);
part.x = startX;
part.y = startY;
_partlist.push( part );
}
for ( i = 0; i < PART_NUM * PART_INTERVAL; i++ )
{
_paths.push( new Point(startX, startY) );
}
for ( i = 0; i < PART_NUM -1; i++ )
{
_partlist[i].SetNextPart( _partlist[i + 1] );
}
_tx = startX;
_ty = startY;
}
public function Update(tx:Number,ty:Number) : void
{
var i:int = 0;
for ( i = 0; i < PART_NUM; i++ )
{
_partlist[i].Update( _paths[PART_INTERVAL * (i + 1) - 1] );
}
//
UpdateTargetPosition(tx, ty);
if ( _step % 20 == 0 ) _partlist[0].StartFlash();
_step++;
}
/**
* 先頭のパーツを一定の法則で移動させてその値を座標リストに追加
* @param tx
* @param ty
*/
public function UpdateTargetPosition(tx:Number, ty:Number) : void
{
var sub:Number = 0;
var partTop:CreaturePart = _partlist[0];
if ( !(Math.abs( tx - partTop.x ) < 3 || Math.abs( ty - partTop.y ) < 3) )
{
var vecAngle:Number = Math.atan2(ty - partTop.y, tx - partTop.x) * 180 / Math.PI;
// 角度差を丸める
sub = vecAngle - partTop.angle;
sub -= Math.floor(sub / 360.0) * 360.0;
if (sub < -180.0) sub += 360.0;
if (sub > 180.0) sub -= 360.0;
sub = Math.min( 5, sub );
sub = Math.max( -5, sub );
}
// 次の移動角度
var nextAngle:Number = partTop.angle + sub;
_tx += Math.cos( nextAngle * Math.PI / 180 ) * 3;
_ty += Math.sin( nextAngle * Math.PI / 180 ) * 3;
// _tx += (tx - _tx) * DEC;
// _ty += (ty - _ty) * DEC;
_paths.unshift(new Point(_tx, _ty));
_paths.pop();
}
public function DrawSprite(sp:Sprite):void
{
var g:Graphics = sp.graphics;
var part:CreaturePart;
var i:int;
// 胴体
g.lineStyle(4, 0xAAAAFF,0.5);
for ( i = 0; i < PART_NUM; i++ )
{
part = _partlist[i];
if ( i == 0 ) g.moveTo( part.x, part.y );
else g.lineTo( part.x, part.y );
}
// 各パーツ
for ( i = 0; i < PART_NUM; i++ )
{
part = _partlist[i];
if ( part.parttype != 0 )
{
g.lineStyle(1, 0xAAAAFF);
g.moveTo(part.tenLx, part.tenLy);
g.lineTo(part.tenRx, part.tenRy);
g.drawCircle(part.tenLx, part.tenLy, 1);
g.drawCircle(part.tenRx, part.tenRy, 1);
if ( part.ligthrate > 0 )
{
g.beginFill(0xFFFFFF, part.ligthrate);
g.drawCircle(part.tenLx, part.tenLy, part.ligthrate*2 + 1);
g.drawCircle(part.tenRx, part.tenRy, part.ligthrate*2 + 1);
g.endFill();
}
}
}
}
}
class CreaturePart
{
public var x:Number;
public var y:Number;
public var angle:Number;
public var angleRad:Number;
public var parttype:int;
// 触手
private var tentacleR:Number = 50;
private var tentacleLPos:Point;
private var tentacleRPos:Point;
public function get tenLx() : Number { return x + tentacleLPos.x; }
public function get tenLy() : Number { return y + tentacleLPos.y; }
public function get tenRx() : Number { return x + tentacleRPos.x; }
public function get tenRy() : Number { return y + tentacleRPos.y; }
// 発光
private var ligthflg:Boolean;
private var lightStep:int;
public function get ligthrate() : Number { return Math.sin( lightStep / 10 * Math.PI ); }
private var _nextPart:CreaturePart;
public function CreaturePart(type:int, tenR:Number) {
angle = 0;
angleRad = 0;
parttype = type;
tentacleLPos = new Point();
tentacleRPos = new Point();
tentacleR = tenR;
StopFlash();
_nextPart = null;
}
public function SetNextPart( part:CreaturePart ) : void
{
_nextPart = part;
}
public function Update(point:Point) : void
{
var atan2:Number = Math.atan2( point.y - y, point.x - x );
angleRad = atan2 + Math.PI/2;
angle = atan2 * 180 / Math.PI;
x = point.x;
y = point.y;
UpdateTentaclePos(atan2);
if ( ligthflg )
{
if ( lightStep == 10 ) StopFlash();
else
{
if ( lightStep == 1 && _nextPart != null ) _nextPart.StartFlash();
lightStep++;
}
}
}
private function UpdateTentaclePos( rad:Number ) : void
{
var rate:Number = 0.1;
var tenx:Number = Math.cos( rad + Math.PI / 2 ) * tentacleR;
var teny:Number = Math.sin( rad + Math.PI / 2 ) * tentacleR;
tentacleRPos.x += (tenx - tentacleRPos.x) * rate;
tentacleRPos.y += (teny - tentacleRPos.y) * rate;
tenx = Math.cos( rad - Math.PI / 2 ) * tentacleR;
teny = Math.sin( rad - Math.PI / 2 ) * tentacleR;
tentacleLPos.x += (tenx - tentacleLPos.x) * rate;
tentacleLPos.y += (teny - tentacleLPos.y) * rate;
}
public function StartFlash() : void
{
ligthflg = true;
lightStep = 0;
}
public function StopFlash() : void
{
ligthflg = false;
lightStep = 0;
}
}