リーチの仕組み:IK reach (2)
クリックすると段階的にリーチします。(1秒毎に動きます)
/**
* Copyright _wonder ( http://wonderfl.net/user/_wonder )
* MIT License ( http://www.opensource.org/licenses/mit-license.php )
* Downloaded from: http://wonderfl.net/c/mP09
*/
// forked from _wonder's セグメントを描画:IK drag (1)
/*
* クリックすると段階的にリーチします。(1秒毎に動きます)
*/
package
{
import flash.display.Sprite;
import flash.events.Event;
import flash.events.MouseEvent;
import flash.utils.setInterval;
import flash.utils.clearInterval;
public class InverseKinematics extends Sprite
{
private var seg0:Segment;
private var seg1:Segment;
private var seg2:Segment;
private var tx:Number;
private var ty:Number;
private var num:uint = 1;
private var iv:Number;
public function InverseKinematics()
{
seg0 = new Segment( 60, 20, 0xccff00 );
seg0.x = stage.stageWidth / 2;
seg0.y = stage.stageHeight / 2
addChild( seg0 );
seg1 = new Segment( 60, 20, 0xcc0000 );
seg1.x = stage.stageWidth / 2;
seg1.y = stage.stageHeight / 2
addChild( seg1 );
seg2 = new Segment( 60, 20, 0xffcc00 );
seg2.x = stage.stageWidth / 2;
seg2.y = stage.stageHeight / 2
addChild( seg2 );
stage.addEventListener(MouseEvent.CLICK, onClick);
}
private function interval():void {
if ( num < 6 ) {
this["reach0" + num]();
num++;
} else {
clearInterval( iv );
num = 1;
trace("clear");
}
}
private function onClick(e:MouseEvent):void {
if ( iv ) clearInterval( iv );
iv = setInterval(interval, 1000);
}
private function reach01():void {
/* seg0 */
var dx:Number = mouseX - seg0.x;
var dy:Number = mouseY - seg0.y;
var angle:Number = Math.atan2( dy, dx );
seg0.rotation = angle * 180 / Math.PI;
var w:Number = seg0.getPin().x - seg0.x;
var h:Number = seg0.getPin().y - seg0.y;
tx = mouseX - w;
ty = mouseY - h;
}
private function reach02():void {
/* seg1 */
var dx:Number = tx - seg1.x;
var dy:Number = ty - seg1.y;
var angle:Number = Math.atan2( dy, dx );
seg1.rotation = angle * 180 / Math.PI;
var w:Number = seg1.getPin().x - seg1.x;
var h:Number = seg1.getPin().y - seg1.y;
tx = tx - w;
ty = ty - h;
}
private function reach03():void {
/* seg2 */
var dx:Number = tx - seg2.x;
var dy:Number = ty - seg2.y;
var angle:Number = Math.atan2( dy, dx );
seg2.rotation = angle * 180 / Math.PI;
seg2.x = stage.stageWidth / 2;
seg2.y = stage.stageHeight / 2;
}
private function reach04():void {
seg1.x = seg2.getPin().x;
seg1.y = seg2.getPin().y;
}
private function reach05():void {
seg0.x = seg1.getPin().x;
seg0.y = seg1.getPin().y;
}
}
}
import flash.display.Sprite;
import flash.geom.Point;
class Segment extends Sprite {
private var color:uint;
private var segmentWidth:Number;
private var segmentHeight:Number;
public var vx:Number = 0;
public var vy:Number = 0;
public function Segment(segmentWidth:Number,segmentHeight:Number,color:uint=0xffffff){
this.segmentWidth = segmentWidth;
this.segmentHeight = segmentHeight;
this.color = color;
init();
}
public function init():void {
//セグメントの描画
graphics.lineStyle( 0 );
graphics.beginFill( color );
graphics.drawRoundRect( -segmentHeight / 2, -segmentHeight / 2, segmentWidth+segmentHeight, segmentHeight, segmentHeight, segmentHeight );
graphics.endFill();
//ピン
graphics.drawCircle( 0, 0, 2 );
graphics.lineStyle( 0, 0xcc0000 );
graphics.beginFill( 0xcc0000 );
graphics.drawCircle( segmentWidth, 0, 2 );
}
public function getPin():Point {
var angle:Number = rotation * Math.PI / 180;
var xPos:Number = x + Math.cos( angle ) * segmentWidth;
var yPos:Number = y + Math.sin( angle ) * segmentWidth;
return new Point( xPos, yPos );
}
}