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

forked from: Force-directed graph layout

/**
 * Copyright yonatan ( http://wonderfl.net/user/yonatan )
 * MIT License ( http://www.opensource.org/licenses/mit-license.php )
 * Downloaded from: http://wonderfl.net/c/jeKX
 */

// forked from yonatan's Force-directed graph layout
package {
    import flash.display.Sprite;
    import flash.events.*;
    import flash.geom.*;
    import com.bit101.components.*;

    public class FlashTest extends Sprite {
        private var nodes:Array = [];

		private var draggingNode:Node;

        public function FlashTest() {
            function addNodes(parent:Node, recur:int):void {
                var cnt:int = 2 + Math.random() * 3;
                for(var i:int = 0; i < cnt; i++) {
                    var node:Node = new Node;
                    nodes.push(node);
                    addChild(node);
                    node.x = Math.random() * 465;
                    node.y = Math.random() * 465;
                    node.connect(parent);
                    if(recur) {
                        addNodes(node, recur-1);
                    }
					node.addEventListener(MouseEvent.MOUSE_DOWN, function(e:Event):void { draggingNode = e.target as Node; } );
                }
            }

            function addRandomLinks(cnt:int):void {
                while(cnt--) {
                    var a:Node = nodes[Math.random() * nodes.length | 0];
                    var b:Node = nodes[Math.random() * nodes.length | 0];
                    if(a != b) a.connect(b);
                }
            }

            function restart():void {
                graphics.clear();
                for each(var node:Node in nodes) removeChild(node);
                nodes = [];
                nodes[0] = addChild(new Node);
                nodes[0].x = 465/2;
                nodes[0].y = 465/3;
                addNodes(nodes[0], 1);
                addRandomLinks(5);
			    nodes[0].buttonMode = false; // no dragging the root node!
            }

            restart();
            new PushButton(this, 5, 5, "Again", restart);

            addEventListener(Event.ENTER_FRAME, step);
            stage.addEventListener(MouseEvent.MOUSE_UP, function(e:*):void { draggingNode = null; });
        }

        private function step(e:Event):void {
            for(var j:int = 0; j < 5; j++) {
			    // skip the root node, leave it at the center.
                for(var i:int = 1; i < nodes.length; i++) {
				    if(nodes[i] == draggingNode) {
					    nodes[i].x = mouseX;
					    nodes[i].y = mouseY;
				    } else {
					    nodes[i].applyForce(nodes);
                        nodes[i].vy += 800;
				    }
                }
            }

            drawEdges(nodes);
        }

        private function drawEdges(nodes:Array):void {
            graphics.clear();
            graphics.lineStyle(2);
            
            for each(var node:Node in nodes) {
                for each(var other:Node in node.connectedNodes) {
                    graphics.moveTo(node.x, node.y);
                    graphics.lineTo(other.x, other.y);
                }
            }
        }
    }
}

import flash.display.Sprite;
import flash.events.*;
import flash.utils.Dictionary;

class Node extends Sprite {
    public var vx:Number = 0;
    public var vy:Number = 0;
    public var fx:Number = 0;
    public var fy:Number = 0;

    public const damping:Number = 0.01;
    public const timestep:Number = 0.2;

    public var connectedNodes:Dictionary;

    public function Node() {
        connectedNodes = new Dictionary(true);

        graphics.lineStyle(2);
        graphics.beginFill(0x808080 | (Math.random() * 0xFFFFFF));
        graphics.drawCircle(0, 0, 10);
        graphics.endFill();

        buttonMode = true;
    }

    public function connect(other:Node):void {
        connectedNodes[other] = other;
        other.connectedNodes[this] = this;
    }
    
    public function disconnect(other:Node):void {
        delete connectedNodes[other];
        delete other.connectedNodes[this];
    }
    
    // based on pseudocode from http://en.wikipedia.org/wiki/Force-based_algorithms_%28graph_drawing%29
    public function applyForce(allNodes:Array):void {
        var other:Node;

        fx = fy = 0;

        for each(other in allNodes) {
            if(other == this) continue;
            var repulsion:Object = computeRepulsion(other);
            fx += repulsion.x;
            fy += repulsion.y;
        }

        for each(other in connectedNodes) {
            var attraction:Object = computeAttraction(other);
            fx += attraction.x;
            fy += attraction.y;
        }

        vx = (vx + timestep * fx) * damping;
        vy = (vy + timestep * fy) * damping;

        x = x + timestep * vx;
        y = y + timestep * vy;
        
    }

    public function computeAttraction(other:Node):Object {
        var k:Number = 500;
        var idealDistance:Number = 15;
        var dist:Number = distance(other);
        var f:Number = - k * (dist - idealDistance);
        var c:Number = f / dist;
        return({x: c * (this.x - other.x),
                y: c * (this.y - other.y)});
    }

    public function computeRepulsion(other:Node):Object {
        var dist:Number = distance(other);
        var f:Number = 10000000 / (dist * dist);

        return({x: f * (this.x - other.x) / dist,
                y: f * (this.y - other.y) / dist});
    }

    public function distance(other:Node):Number {
        var xd:Number = this.x - other.x;
        var yd:Number = this.y - other.y;
        var dist:Number = Math.sqrt(xd*xd+yd*yd);
        return dist;
    }
}