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

forked from: forked from: forked from: うねうね

移植してみた
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by paccer 31 Aug 2009
/**
 * Copyright paccer ( http://wonderfl.net/user/paccer )
 * MIT License ( http://www.opensource.org/licenses/mit-license.php )
 * Downloaded from: http://wonderfl.net/c/kI0D
 */

// forked from ay_caramba's forked from: forked from: うねうね
// forked from gunte's forked from: うねうね
// forked from 178ep3's うねうね
//移植してみた

package
{
	import flash.display.Sprite;
	import flash.events.Event;
	import flash.geom.Point;
	
	public class Arm extends Sprite
	{
		private var _maxNum:uint = 30;
		private var _xList:Array = new Array(_maxNum);
		private var _yList:Array = new Array(_maxNum);
		private var _aList:Array = new Array(_maxNum);
		private var _length:Number = 40; 
		private var _targetX:Number;
		private var _targetY:Number;
		
		public  function Arm()
		{
			for(var i:uint=0; i<_maxNum; i++)
			{
				_xList[i] = 0;
				_yList[i] = 0;
				_aList[i] = 0;
			}
			_yList[_maxNum-1] = stage.stageHeight;
			
			addEventListener(Event.ENTER_FRAME,loop);
		}
		
		private function loop(e:Event):void
		{
			this.graphics.clear();
			
			Angle(0,mouseX,mouseY);
			
			var i:uint;
			for(i=1; i<_maxNum; i++)
			{
				Angle(i,_targetX,_targetY);
			}
			for(i=_maxNum-1; i>=1; i--)
			{
				Position(i,i-1);
			}
			for(i=0; i<_maxNum; i++)
			{
				draw(_xList[i],_yList[i],_aList[i],(i+1)*2,i);
			}
		}
		
		private function Angle(i:uint, _x:Number, _y:Number):void
		{
			var dx:Number = _x - _xList[i];
			var dy:Number = _y - _yList[i];
			_aList[i] = Math.atan2(dy,dx);
			
			_targetX = _x - Math.cos(_aList[i]) * _length;
			_targetY = _y - Math.sin(_aList[i]) * _length;
		}
		
		private function Position(a:uint,b:uint):void
		{
			_xList[b] = _xList[a] + Math.cos(_aList[a]) * _length;
			_yList[b] = _yList[a] + Math.sin(_aList[a]) * _length;
		}
		
		private function draw(_x:Number, _y:Number, _a:Number, _s:Number,i:uint):void
		{
			this.graphics.lineStyle(_s,0x000000,0.5);
			this.graphics.moveTo(_x,_y);
			var p:Point = Point.polar(_length,_a);
			this.graphics.lineTo(p.x+_x ,p.y+_y);
			this.graphics.endFill();
		}
	}
}