forked from: Dijkstra Particle Streams
/**
* Copyright crazy2death ( http://wonderfl.net/user/crazy2death )
* MIT License ( http://www.opensource.org/licenses/mit-license.php )
* Downloaded from: http://wonderfl.net/c/lLJr
*/
package {
import flash.display.Bitmap;
import flash.display.BitmapData;
import flash.display.Shape;
import flash.display.Sprite;
import flash.events.Event;
import flash.events.MouseEvent;
import flash.geom.ColorTransform;
import flash.geom.Point;
import flash.geom.Rectangle;
[SWF(frameRate=30)]
public class main extends Sprite {
public static const MAP_SIZE:int = 33;
public static const NODE_SIZE:int = 15;
public static var nodes:Array;
public static var particles:Array;
private var _starts:Array;
private var _goals:Array;
private var _particleCanvas:BitmapData;
private var _canvasRect:Rectangle;
private var _colorTransform:ColorTransform;
private var _wallLayer:Sprite;
private var _cursor:Shape;
public function main() {
// ノード、パーティクル、壁、ゴール、スタートの順で初期化
initializeNodes();
initializeParticles();
initializeStreams();
addEventListener(Event.ENTER_FRAME, update);
}
// ノードの初期化
private function initializeNodes():void {
main.nodes = [];
for (var row:int = 0; row < main.MAP_SIZE; row++) {
main.nodes[row] = [];
for (var col:int = 0; col < main.MAP_SIZE; col++) {
main.nodes[row][col] = new Node(col, row);
}
}
}
// パーティクルの初期化
private function initializeParticles():void {
Particle.createImages();
var numParticles:int = Parameter.numParticles;
particles = new Array(numParticles);
for (var i:int = 0; i < numParticles; i++){
particles[i]= new Particle();
}
var particleLayer:Bitmap = new Bitmap();
_particleCanvas = new BitmapData(500, 400, false, 0x000000);
particleLayer.bitmapData = _particleCanvas;
addChild(particleLayer);
_canvasRect = new Rectangle(0, 0, 500, 400);
_colorTransform = new ColorTransform(0.9,0.9,0.9)
}
// 壁の初期化
// スタートノード、ゴールノードの初期化
private function initializeStreams():void {
_goals = Parameter.getGoals();
_starts = Parameter.getStarts(_goals);
Start.setSpawnInterval();
// パーティクルの出現をばらつかせるためにシャッフルする
shuffle(_starts);
}
// 配列をシャッフルする
private function shuffle(arr:Array):void {
var i:int = arr.length;
while (i) {
var j:int = Math.floor(i * Math.random());
var tmp:* = arr[--i];
arr[i] = arr[j];
arr[j] = tmp;
}
}
// 毎フレームの更新処理
private function update(e:Event):void {
spawnParticles();
updateParticles();
}
// スタートノードからパーティクルを出現させる
private function spawnParticles():void {
var numStarts:int = _starts.length;
for (var i:int = 0; i < numStarts; i++) {
_starts[i].update();
}
}
// パーティクルの更新を行う
private function updateParticles():void {
_particleCanvas.lock();
for (var i:int = 0; i < Parameter.numParticles; i++) {
// パーティクルが画面内に存在していたら更新
if(main.particles[i].exists){
main.particles[i].update();
main.particles[i].draw(_particleCanvas);
}
}
_particleCanvas.colorTransform(_canvasRect, _colorTransform);
_particleCanvas.unlock();
}
}
}
import flash.display.Shape;
import flash.geom.Point;
class Node {
private var _tilex:int;
private var _tiley:int;
private var _centerx:Number;
private var _centery:Number;
private var _passable:Boolean;
public function get tileX():int { return _tilex; }
public function get tileY():int { return _tiley; }
public function get centerX():Number { return _centerx; }
public function get centerY():Number { return _centery; }
public function get passable():Boolean { return _passable; }
public function set passable(arg:Boolean):void { _passable = arg; }
public function Node(tilex:int, tiley:int) {
_tilex = tilex;
_tiley = tiley;
var pos:Point = Node.posFromTile(new Point(_tilex, _tiley));
_centerx = pos.x + (main.NODE_SIZE / 2);
_centery = pos.y + (main.NODE_SIZE / 2);
_passable = true;
}
// タイル縦横値からXY座標値を求める
public static function posFromTile(tile:Point):Point {
var pos:Point = new Point();
pos.x = (tile.x * main.NODE_SIZE) - main.NODE_SIZE;
if (pos.x < -main.NODE_SIZE) {
pos.x = -main.NODE_SIZE;
}else if (pos.x > (main.NODE_SIZE * (main.MAP_SIZE - 1))) {
pos.x = (main.NODE_SIZE * (main.MAP_SIZE - 1));
}
pos.y = (tile.y * main.NODE_SIZE) - main.NODE_SIZE;
if (pos.y < -main.NODE_SIZE) {
pos.y = -main.NODE_SIZE;
}else if (pos.y > (main.NODE_SIZE * (main.MAP_SIZE - 1))) {
pos.y = (main.NODE_SIZE * (main.MAP_SIZE - 1));
}
return pos;
}
// XY座標値からタイル縦横値を求める
public static function tileFormPos(pos:Point):Point {
var tile:Point = new Point();
tile.x = Math.floor(pos.x / main.NODE_SIZE) + 1;
if (tile.x < 0) {
tile.x = 0;
}else if (tile.x > main.MAP_SIZE - 1) {
tile.x = main.MAP_SIZE - 1;
}
tile.y = Math.floor(pos.y / main.NODE_SIZE) + 1;
if (tile.y < 0) {
tile.y = 0;
}else if (tile.y > main.MAP_SIZE - 1) {
tile.y = main.MAP_SIZE - 1;
}
return tile;
}
}
import flash.display.Sprite;
import flash.geom.Point;
class Wall extends Sprite {
private var _tilex:int;
private var _tiley:int;
private var _removable:Boolean;
public function get removable():Boolean { return _removable; }
public function Wall(tilex:int, tiley:int, removable:Boolean = true) {
_tilex = tilex;
_tiley = tiley;
var pos:Point = Node.posFromTile(new Point(_tilex, _tiley));
this.x = pos.x;
this.y = pos.y;
_removable = removable;
setNodePassablity(false);
draw();
}
// 壁を設置した部分のノードの通行可能性を変更する
private function setNodePassablity(passable:Boolean):void {
main.nodes[_tiley][_tilex].passable = passable;
main.nodes[_tiley][_tilex + 1].passable = passable;
main.nodes[_tiley + 1][_tilex].passable = passable;
main.nodes[_tiley + 1][_tilex + 1].passable = passable;
}
// 壁の画像を描画する
private function draw():void {
var rectSize:Number = main.NODE_SIZE * 2;
if (_removable) {
rectSize -= 0.5;
graphics.lineStyle(1, 0x222222);
}
graphics.beginFill(0x111111);
graphics.drawRect(0, 0, rectSize, rectSize);
graphics.endFill();
}
// 壁を取り除く際に呼ぶ関数
public function remove():void {
setNodePassablity(true);
parent.removeChild(this);
}
}
import flash.display.BitmapData;
import flash.display.BlendMode;
import flash.display.Shape;
import flash.geom.Matrix;
import flash.geom.Point;
import flash.geom.Rectangle;
class Particle {
private static const IMAGE_COLORS:Array =
[0x0000ff, 0x3333ff, 0x6666ff, 0x9999ff, 0xccccff, 0xffffff,
0x0033ff, 0x0066ff, 0x0099ff, 0x00ccff, 0x00ffff,
0x33ffff, 0x66ffff, 0x99ffff, 0xccffff];
private static var IMAGE_RADIUS:int;
private var _posx:Number;
private var _posy:Number;
private var _vx:Number;
private var _vy:Number;
private var _speed:Number;
private var _exists:Boolean;
private var _start:Start;
private static var _images:Array;
private var _imageIndex:int;
private static var _sourceRect:Rectangle;
public function get exists():Boolean { return _exists; }
public function Particle() {
_posx = _posy = _vx = _vy = 0;
_speed = ((Parameter.particleMaxSpeed - 1) * Math.random()) + 1;
_exists = false;
_start = null;
_imageIndex = 0;
}
// スタートノードから出現させる
public function spawn(start:Start):void {
_posx = start.node.centerX;
_posy = start.node.centerY;
_exists = true;
_start = start;
_imageIndex = Math.floor(Particle.IMAGE_COLORS.length * Math.random());
}
public function update():void {
_posx += _vx;
_posy += _vy;
var tile:Point = Node.tileFormPos( new Point(_posx, _posy));
// ゴールに着いたか、移動不可能(かべのなかにいる)なら消滅する
if (arrivedGoal(tile.x, tile.y) || !isMovable(tile.x, tile.y)) {
_exists = false;
return;
}
var nextNode:Node = _start.destination.getNext(tile.x, tile.y);
// ゴールノードへの経路が存在しないなら止まる
if (nextNode == main.nodes[tile.y][tile.x]) {
_vx = 0;
_vy = 0;
}else {
var radians:Number = Math.atan2(nextNode.centerY - _posy, nextNode.centerX - _posx);
_vx = _speed * Math.cos(radians);
_vy = _speed * Math.sin(radians);
}
}
// ゴールノードへ到着しているかどうか
private function arrivedGoal(tilex:int, tiley:int):Boolean {
var goalNode:Node = _start.destination.node;
return (tilex == goalNode.tileX) && (tiley == goalNode.tileY);
}
// パーティクルが移動できるかどうか
private function isMovable(tilex:int, tiley:int):Boolean {
return main.nodes[tiley][tilex].passable;
}
public function draw(canvas:BitmapData):void {
var destPoint:Point = new Point(_posx - Particle.IMAGE_RADIUS, _posy - Particle.IMAGE_RADIUS);
canvas.copyPixels(_images[_imageIndex], _sourceRect, destPoint);
}
// パーティクルの画像を予め作成しておく関数
public static function createImages():void {
Particle.IMAGE_RADIUS = Parameter.particleRadius;
_images = [];
_sourceRect = new Rectangle(0, 0, Particle.IMAGE_RADIUS * 2, Particle.IMAGE_RADIUS * 2);
for (var i:int = 0; i < Particle.IMAGE_COLORS.length; i++) {
var bitmapData:BitmapData = new BitmapData(Particle.IMAGE_RADIUS * 2, Particle.IMAGE_RADIUS * 2,
true, 0x00ffffff);
var shape:Shape = new Shape();
shape.graphics.beginFill(Particle.IMAGE_COLORS[i]);
shape.graphics.drawCircle(Particle.IMAGE_RADIUS, Particle.IMAGE_RADIUS, Particle.IMAGE_RADIUS);
shape.graphics.endFill();
bitmapData.draw(shape);
_images.push(bitmapData);
}
}
}
class Start {
private static var SPAWN_INTERVAL:int;
private var _node:Node;
private var _destination:Goal;
private var _spawnCount:int;
public function get node():Node { return _node; }
public function get destination():Goal { return _destination; }
public function Start(node:Node, dest:Goal) {
_node = node;
_destination = dest;
_spawnCount = 0;
}
public function update():void {
// ゴールノードへの経路が存在しない場合は何もしない
if (_destination.getCost(node.tileX, node.tileY) == int.MAX_VALUE) { return; }
// 一定の間隔でパーティクルの出現を試みる
if (++_spawnCount >= Start.SPAWN_INTERVAL) {
// 画面上に存在しないパーティクルがあればそれをここから出現させる
var len:int = main.particles.length;
for (var i:int = 0; i < len; i++) {
if (!main.particles[i].exists) {
main.particles[i].spawn(this);
_spawnCount = 0;
break;
}
}
}
}
public static function setSpawnInterval():void {
Start.SPAWN_INTERVAL = Parameter.spawnInterval;
}
}
class Goal {
private static const DX:Array = [ -1, 0, 1, -1, 1, -1, 0, 1];
private static const DY:Array = [ -1, -1, -1, 0, 0, 1, 1, 1];
private static const DCOST:Array = [Math.SQRT2, 1, Math.SQRT2, 1, 1, Math.SQRT2, 1, Math.SQRT2];
private var _ID:int;
private var _node:Node;
private var _openNodes:Array; // 保留ノードリスト
private var _closedNodes:Array; // 確定ノードリスト
private var _nodeCost:Array; // 各ノードの移動コスト
private var _nodeNext:Array; // 各ノードの次の経路となるノード
public function get ID():int { return _ID; }
public function get node():Node { return _node; }
public function getCost(tilex:int, tiley:int):int { return _nodeCost[tiley][tilex]; }
public function getNext(tilex:int, tiley:int):Node { return _nodeNext[tiley][tilex]; }
public function Goal(ID:int, node:Node) {
_ID = ID;
_node = node;
_openNodes = [];
_closedNodes = [];
_nodeCost = [];
_nodeNext = [];
for (var row:int = 0; row < main.MAP_SIZE; row++) {
_closedNodes[row] = [];
_nodeCost[row] = [];
_nodeNext[row] = [];
}
search();
}
private function initialize():void {
for (var row:int = 0; row < main.MAP_SIZE; row++) {
for (var col:int = 0; col < main.MAP_SIZE; col++) {
_closedNodes[row][col] = false;
_nodeCost[row][col] = int.MAX_VALUE;
_nodeNext[row][col] = main.nodes[row][col];
}
}
// Goalのノードを経路探索のスタートノードとする
_nodeCost[_node.tileY][_node.tileX] = 0;
_openNodes.push(main.nodes[_node.tileY][_node.tileX]);
}
// ダイクストラ法による経路探索
public function search():void {
initialize();
while (_openNodes.length > 0) {
var subject:Node = _openNodes.pop() as Node;
_closedNodes[subject.tileY][subject.tileX] = true;
// 周囲8方向のノードを訪問する
for (var i:int = 0; i < 8; i++) {
// 画面外の存在しないノードを指すなら次の周囲ノードへ進む
if (!isValid(subject.tileX + Goal.DX[i]) || !isValid(subject.tileY + Goal.DY[i])) {
continue; }
// 壁が設置されているノード、確定ノード、直進することができないノードなら次の周囲ノードへ進む
var test:Node = main.nodes[subject.tileY + Goal.DY[i]][subject.tileX + Goal.DX[i]];
if (isWall(test) || isClosedNode(test) || !canGoStraightTo(subject, test)) { continue; }
// 既存の移動コストより小さかったら更新する
if (_nodeCost[test.tileY][test.tileX] > _nodeCost[subject.tileY][subject.tileX] +
Goal.DCOST[i]) {
_nodeCost[test.tileY][test.tileX] = _nodeCost[subject.tileY][subject.tileX] +
Goal.DCOST[i];
// 次の経路ノードをsubjectノードに設定する
_nodeNext[test.tileY][test.tileX] = subject;
// 保留ノードリストに追加する
insertToOpenNodes(test);
}
}
}
}
// indexの値が有効な値かどうか
private function isValid(index:int):Boolean {
return ((index >= 0) && (index < main.MAP_SIZE));
}
private function isClosedNode(node:Node):Boolean {
return _closedNodes[node.tileY][node.tileX];
}
// 壁が設置されたノードかどうか
private function isWall(node:Node):Boolean {
return !node.passable;
}
// subjectノードからtestノードへ直進できるかどうか
private function canGoStraightTo(subject:Node, test:Node):Boolean {
return (main.nodes[subject.tileY][test.tileX].passable && main.nodes[test.tileY][subject.tileX].passable);
}
// nodeを保留ノードリストの適切な場所に挿入する
private function insertToOpenNodes(node:Node):void {
var insertIndex:int;
var len:int = _openNodes.length;
var nodeCost:int = _nodeCost[node.tileY][node.tileX];
for (insertIndex = 0; insertIndex < len; insertIndex++) {
var openNode:Node = _openNodes[insertIndex];
if (nodeCost > _nodeCost[openNode.tileY][openNode.tileX]) { break; }
}
_openNodes.splice(insertIndex, 0, node);
}
}
import flash.geom.Point;
class Parameter {
private static const data:XML =
<root>
<particles num="1000" radius="2" maxspeed="8" />
<starts interval="10">
<start dest="0" x="12" y="0"/>
<start dest="0" x="13" y="0"/>
<start dest="1" x="14" y="0"/>
<start dest="1" x="15" y="0"/>
<start dest="2" x="16" y="0"/>
<start dest="3" x="17" y="0"/>
<start dest="3" x="18" y="0"/>
<start dest="4" x="19" y="0"/>
<start dest="4" x="20" y="0"/>
</starts>
<goals>
<goal id="0" x="14" y="32"/>
<goal id="1" x="15" y="32"/>
<goal id="2" x="16" y="32"/>
<goal id="3" x="17" y="32"/>
<goal id="4" x="18" y="32"/>
</goals>
</root>;
public static function get numParticles():int {
return int(Parameter.data.particles.@num);
}
public static function get particleRadius():int {
return int(Parameter.data.particles.@radius);
}
public static function get particleMaxSpeed():Number {
return Number(Parameter.data.particles.@maxspeed);
}
public static function get spawnInterval():int {
return int(Parameter.data.starts.@interval);
}
public static function getWalls():Array {
var walls:Array = [];
for each(var w:XML in Parameter.data.walls.*) {
var removable:Boolean = ((w.@rem == "t") ? true : false);
var wall:Wall = new Wall(int(w.@x), int(w.@y), removable);
walls.push(wall);
}
return walls;
}
public static function getStarts(goals:Array):Array {
var starts:Array = [];
var len:int = goals.length;
for each(var s:XML in Parameter.data.starts.*) {
var destID:int = int(s.@dest);
var i:int;
for (i = 0; i < len; i++) {
if (destID == goals[i].ID) { break; }
}
if (i >= len) { i = 0; }
var node:Node = main.nodes[int(s.@y)][int(s.@x)];
var dest:Goal = goals[i];
var start:Start = new Start(node, dest);
starts.push(start);
}
return starts;
}
public static function getGoals():Array {
var goals:Array = [];
for each(var g:XML in Parameter.data.goals.*) {
var node:Node = main.nodes[int(g.@y)][int(g.@x)];
var goal:Goal = new Goal(int(g.@id), node);
goals.push(goal);
}
return goals;
}
}