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

真なる虎猫の尻尾:ウミヘビ

虎猫の尻尾です
なんと、本体と分離することが出来る上に海をも泳ぐ。
史上最強の尻尾です。
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by paq 03 Sep 2009
  • Forked from paq's 虎猫の尻尾
  • Diff: 41
  • Related works: 12
  • Talk

    paq at 03 Sep 2009 15:01
    ガクガクブルブルします。
    paq at 03 Sep 2009 15:01
    ガクガクブルブルしてますが正しいか。
    tail_y at 03 Sep 2009 15:14
    端行ってしまう現象は最初のほうの尻尾にも既にある現象なんだよね、ヒルもそうだけど、なんだろうね、計算誤差か何かかな
    tail_y at 03 Sep 2009 15:15
    ずっと見てると動くのか!

    Tags

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

package
{
	/*
	 虎猫の尻尾です
	 なんと、本体と分離することが出来る上に海をも泳ぐ。
	 史上最強の尻尾です。
	 */
	
	
	import flash.display.Bitmap;
	import flash.display.BitmapData;
	import flash.display.BlendMode;
	import flash.display.GradientType;
	import flash.display.Graphics;
	import flash.display.Loader;
	import flash.display.Sprite;
	import flash.display.StageQuality;
	import flash.events.Event;
	import flash.events.KeyboardEvent;
	import flash.events.MouseEvent;
	import flash.filters.BevelFilter;
	import flash.filters.BlurFilter;
	import flash.geom.ColorTransform;
	import flash.geom.Matrix;
	import flash.geom.Point;
	import flash.geom.Rectangle;
	import flash.net.URLRequest;

	public class CatTail extends Sprite
	{
		
		public function CatTail()
		{
			addEventListener(Event.ADDED_TO_STAGE, init);	// flexBuilderとの互換性。
			//Wonderfl.capture_delay(1);
		}
		
		public static const STAGE_W:uint = 465;
		public static const STAGE_H:uint = 465;
		private static const _PI:Number = Math.PI;
		private static const _PI2:Number = 2.0 * _PI;
		
		private static const _WALL_LEFT:Number = 0;
		private static const _WALL_RIGHT:Number = 465;
		private static const _GROUND_LINE:Number = 400;
		
		
		private static const _DERIVATION:int = 4;
		
		private static const _GRAVITY:Number = 0.4 / _DERIVATION;
		private static const _ROTATION_RATE:Number = 0.05 / _DERIVATION;	// 自身バネ(根元)
		private static const _VERTICAL_RATE:Number = 0.5 / _DERIVATION;	// ターゲットバネ(さきっぽ)
		private static const _MOUSE_PULL_RATE:Number = 0.1 / _DERIVATION;
		
		private static const _FRICTION:Number = 1 - 0.1 / _DERIVATION;
		private static const _MOUSE_ROTATE_FRICTION:Number = 1 - 0.8 / _DERIVATION;
		private static const _MOUSE_MOVE_FRICTION:Number = 1 - 0.5 / _DERIVATION;
		
		private static const _COLOR:uint = 0xDBAB1B;
		private static const _BEVEL_H_COLOR:uint = 0xDF651C;
		private static const _BEVEL_S_COLOR:uint = 0xE7B82B;
		
		private var _boneList:Array = [];
		private var _dragId:int = -1;
		private var _boneLayer:Sprite;
		private var _displayLayer:Sprite;
		private var _displayLayer2:Sprite;
		
		private var _shadowLayer:Bitmap;
		private var _shadow:BitmapData = new BitmapData(STAGE_W, STAGE_H, true, 0x00000000);
		private var _clear:BitmapData = new BitmapData(STAGE_W, STAGE_H, false, 0x888888);
		private var _cover:BitmapData = new BitmapData(STAGE_W, STAGE_H, true, 0x00000000);
		
		private var _bevel:BevelFilter = new BevelFilter(20, 100, _BEVEL_H_COLOR, 1, _BEVEL_S_COLOR, 1, 33, 33, 1, 1);
		
		private var _topLock:Boolean = false;
		private static const _LOCK_Y:int = 50;
		
		private var _frameCount:uint;
		
		private function init(e:Event):void {	// ここから開始
			removeEventListener(Event.ADDED_TO_STAGE, init);
			// SWF設定
			stage.frameRate = 30;
			stage.quality = StageQuality.MEDIUM;
			var bg:Sprite = new Sprite();	// wonderflではキャプチャに背景色が反映されないので、背景色Spriteで覆う。
            bg.graphics.beginFill(0xffffff, 1);
			bg.graphics.drawRect(0, 0, STAGE_W, STAGE_H);
			addChild(bg);
			
			// 色々準備
			var coverGradient:Sprite = new Sprite();
            var matrix:Matrix = new Matrix()
            matrix.createGradientBox(STAGE_W, STAGE_H, Math.PI / 2, STAGE_W / 2, STAGE_H / 2)
            coverGradient.graphics.beginGradientFill(GradientType.LINEAR, [0x003FFF, 0x10A4FF], [1, 0], [0, 230], matrix);
            coverGradient.graphics.drawRect(0, 0, STAGE_W, STAGE_H);
            _cover.draw(coverGradient);
			
			_shadowLayer = new Bitmap(_shadow);
			_displayLayer = new Sprite();
			_displayLayer2 = new Sprite();
			_boneLayer = new Sprite();
			addChild(_shadowLayer);
			addChild(_displayLayer);
			addChild(_displayLayer2);
			addChild(_boneLayer);
			_boneLayer.alpha = 0.75;
			_boneLayer.mask = _displayLayer2;
			_boneLayer.blendMode = BlendMode.MULTIPLY;
			_displayLayer.filters = [_bevel];
			
			// 骨組みを用意する。
			var i:int=0;
			addBone(5, 5);
			addBone(12, 30);
			addBone(12, 30);
			addBone(12, 30);
			addBone(12, 30);
			addBone(12, 30);
			addBone(12, 30);
			addBone(12, 30);
			addBone(12, 30);
			addBone(12, 30);
			addBone(12, 30);
			addBone(12, 30);
			addBone(12, 30);
			addBone(12, 30);
			addBone(12, 30);
			addBone(12, 30);
			addBone(12, 30);
			addBone(12, 30);
			addBone(12, 30);
			addBone(12, 30);
			addBone(12, 30);
			addBone(12, 30);
			addBone(12, 30);
			addBone(12, 30);
			addBone(12, 30);
			addBone(12, 30);
			addBone(12, 30);
			addBone(12, 30);
			addBone(12, 30);
			addBone(12, 30);
			addBone(12, 30);
			addBone(12, 30);
			addBone(12, 30);
			addBone(2, 30);
			
			// ドラッグ解除
			stage.addEventListener(MouseEvent.MOUSE_UP, bornMouseUpEvent());
			// フレームの処理を登録
			addEventListener(Event.ENTER_FRAME, frame);
			// キーの処理を登録
			stage.addEventListener(KeyboardEvent.KEY_DOWN, key);
			
			
		}
		private var _id:int = 0;
		private var _lastX:Number = 50;
		private function addBone(radius:Number, connectLength:Number):void{
			var bone:BoneCircle = new BoneCircle(radius, connectLength);
			bone.y = _LOCK_Y;
			bone.x = _lastX;
			_boneList.push(bone);
			_boneLayer.addChild(bone);
			// マウスイベント
			bone.addEventListener(MouseEvent.MOUSE_DOWN, bornMouseDownEvent(_id++));
			
			_lastX += connectLength;
		}
		
		// フレーム挙動
		private function frame(event:Event):void {
			_frameCount++;
			for (var i:int=0; i<_DERIVATION; i++){
				rotate();
				foce();
				move();
			}
			draw();
			drawShadow();
			debugDraw();
		}
		
		// ボーンの向きを決定する
		private function rotate():void{
			var l:int = _boneList.length;
			for (var i:int=0; i < l; i++){
				var baceBone:BoneCircle = _boneList[i];
				var targetBone:BoneCircle = _boneList[i+1];
				if (i + 1 < l){
					calcConnectRForce(baceBone, targetBone, 0);
					calcConnectRForce(targetBone, baceBone, _PI);
				}
				if (i == _dragId) baceBone.vr *= _MOUSE_ROTATE_FRICTION;
				
				baceBone.vr *= _FRICTION;	// 摩擦
				
			}
		}
		// 接続されたパーツの回転方向を計算する
		private function calcConnectRForce(baceBone:BoneCircle, targetBone:BoneCircle, connectAngle:Number):void{
			var angle:Number = Math.atan2(targetBone.y - baceBone.y, targetBone.x - baceBone.x);
			baceBone.vr += ajustRadian(angle - (connectAngle + baceBone.radian)) * _ROTATION_RATE;
		}
		
		// 力関係、加速度を整理する。
		private function foce():void{
			var i:int;
			var l:int = _boneList.length;
			var bone:BoneCircle;
			for (i=0; i < l; i++){
				bone = _boneList[i];
				bone.vy += _GRAVITY;
				
				if (_dragId == i){	// マウスで引っ張る
					var vPoint:Point = pullForce(bone.x, bone.y, mouseX, mouseY, _MOUSE_PULL_RATE);
					bone.vx += vPoint.x;
					bone.vy += vPoint.y;
				}
				
				vPoint = pullForce(bone.x, bone.y, bone.x - 50 * Math.sin(_frameCount / 500), bone.y, _MOUSE_PULL_RATE*0.1);
				bone.vx += vPoint.x;
				bone.vy += vPoint.y;
				
				vPoint = pullForce(bone.x, bone.y, bone.x - Math.random() * 20 + Math.random() * 20, bone.y, _MOUSE_PULL_RATE);
				bone.vx += vPoint.x;
				bone.vy += vPoint.y;
				
				if (i + 1 < l){
					calcConnectFoce(bone, _boneList[i+1], 0);
					calcConnectFoce(_boneList[i+1], bone, _PI);
				}
				
				// 摩擦
				bone = _boneList[i];
				bone.vx *= _FRICTION;
				bone.vy *= _FRICTION;
				if (i == _dragId){
					bone.vx *= _MOUSE_MOVE_FRICTION;
					bone.vy *= _MOUSE_MOVE_FRICTION;
				}
				
			}
		}
		// 接続された2パーツの力を計算する
		private function calcConnectFoce(baceBone:BoneCircle, targetBone:BoneCircle, connectAngle:Number):void{
			var toAngle:Number = ajustRadian(connectAngle + baceBone.radian);
			var toX:Number = baceBone.x + Math.cos(toAngle) * baceBone.connectLength;
			var toY:Number = baceBone.y + Math.sin(toAngle) * baceBone.connectLength;
			var vx:Number = (targetBone.x - toX) * _VERTICAL_RATE;
			var vy:Number = (targetBone.y - toY) * _VERTICAL_RATE;
			baceBone.vx += vx;
			baceBone.vy += vy;
			targetBone.vx -= vx;
			targetBone.vy -= vy;
		}
		// ポイントx1 y1を、ポイントx2 y2へ、係数rateだけ移動させる場合の、XYの力を返す
		private function pullForce(x1:Number, y1:Number, x2:Number, y2:Number, rate:Number):Point{
			var point:Point = new Point();
			var distance:Number = calcDistance(x1, y1, x2, y2);
			
			var angle:Number = Math.atan2(y2 - y1, x2 - x1);
			point.x = Math.cos(angle) * distance * rate;
			point.y = Math.sin(angle) * distance * rate;
			return point;
		}
		// ポイントx1 y1から、ポイントx2 y2までの距離
		private function calcDistance(x1:Number, y1:Number, x2:Number, y2:Number):Number{
			return Math.sqrt(Math.pow(x2-x1, 2) + Math.pow(y2-y1, 2));
		}
		// radian角度を、-π~πの範囲に修正する
		private function ajustRadian(radian:Number):Number{
			return radian - _PI2 * Math.floor( 0.5 + radian / _PI2);
		}
		
		// 移動を反映。
		private function move():void{
			for (var i:int=0; i < _boneList.length; i++){
				var bone:BoneCircle = _boneList[i];
				bone.x += bone.vx;
				bone.y += bone.vy;
				bone.radian += bone.vr;
				// 壁チェック
				if (0 < bone.vy && _GROUND_LINE - bone.radius < bone.y){
					bone.y = _GROUND_LINE - bone.radius;
					bone.vy = 0;
				}
				if (bone.vx < 0 && bone.x < _WALL_LEFT + bone.radius){
					bone.x = _WALL_LEFT + bone.radius;
					bone.vx = 0;
				}else if (0 < bone.vx && _WALL_RIGHT - bone.radius < bone.x){
					bone.x = _WALL_RIGHT - bone.radius;
					bone.vx = 0;
				}
				// 回転方向を反映
				bone.rotation = bone.radian * 180 / Math.PI;
			}
			if (_topLock){
				bone = _boneList[_boneList.length - 1];
				bone.vy = 0;
				bone.y = _LOCK_Y;
			}
		}
		
		
		// 表示。
		private function draw():void{
			var pointListX:Array = [];
			var pointListY:Array = [];
			var i:int;
			var l:int = _boneList.length;
			for (i=0; i < l; i++){
				var bone:BoneCircle = _boneList[i];
				var cosR:Number = Math.cos(bone.radian + _PI/2)*bone.radius;
				var sinR:Number = Math.sin(bone.radian + _PI/2)*bone.radius;
				pointListX.push(bone.x + cosR);
				pointListY.push(bone.y + sinR);
				pointListX.unshift(bone.x - cosR);
				pointListY.unshift(bone.y - sinR);
			}
			var g:Graphics = _displayLayer.graphics;
			g.clear();
			g.beginFill(_COLOR, 1);
			l = pointListX.length - 1;
			i = 0;
			var baceX:Number = (pointListX[i] + pointListX[i+1])/2;
			var baceY:Number = (pointListY[i] + pointListY[i+1])/2;
			g.moveTo(baceX, baceY);
			for (i=1; i < l; i++){
				g.curveTo(pointListX[i], pointListY[i], (pointListX[i] + pointListX[i+1])/2, (pointListY[i] + pointListY[i+1])/2);
			}
			g.lineTo(baceX, baceY);
			
			g = _displayLayer2.graphics;
			g.clear();
			g.beginFill(_COLOR, 1);
			l = pointListX.length - 1;
			i = 0;
			baceX = (pointListX[i] + pointListX[i+1])/2;
			baceY = (pointListY[i] + pointListY[i+1])/2;
			g.moveTo(baceX, baceY);
			for (i=1; i < l; i++){
				g.curveTo(pointListX[i], pointListY[i], (pointListX[i] + pointListX[i+1])/2, (pointListY[i] + pointListY[i+1])/2);
			}
			g.lineTo(baceX, baceY);
		}
		
		private var _rect:Rectangle = new Rectangle(0, 0, STAGE_W, STAGE_H);
		private var _point:Point = new Point();
		private var _shadowMatrix:Matrix = new Matrix(1, 0, 0, 0.5, 0, STAGE_H/2-30);
		private var _shadowColor:ColorTransform = new ColorTransform(0,0,0,1, 0,0,0,0);
		private var _shadowBlur:BlurFilter = new BlurFilter(30, 30, 1);
		private function drawShadow():void{
			_shadow.lock();
			_shadow.copyPixels(_clear, _rect, _point);
			_shadow.draw(_displayLayer, _shadowMatrix, _shadowColor);
			_shadow.applyFilter(_shadow, _rect, _point, _shadowBlur);
			_shadow.draw(_cover);
			_shadow.unlock();
		}
		
		// デバッグ表示。
		private function debugDraw():void{	
			
		}
		
		// マウスイベント
		private function bornMouseDownEvent(i:int):Function{
			return function (event:Event):void{	startBornDrag(i);};
		}
		private function bornMouseUpEvent():Function{
			return function (event:Event):void{	endBornDrag();};
		}
		
		// ドラッグ
		private function startBornDrag(bornNum:int):void{
			_dragId = bornNum;
		}
		private function endBornDrag():void{
			_dragId = -1;
		}
		
		private function key(event:KeyboardEvent):void{
			if (event.keyCode == 76){	// L
				trace("changeLock");
				_topLock = !_topLock;
			}
			if (event.keyCode == 68){	// D
				trace("changeDisplay");
				_boneLayer.alpha = _boneLayer.alpha ? 0 : 1;
			}
		}
	}
}
	import flash.display.Sprite;
	
class BoneCircle extends Sprite
{
	public var radius:Number;	// 半径
	public var connectLength:Number;	// 次パーツとのつながりの長さ
	
	public var radian:Number = 0;	// 一時的な回転量。
	
	public var vx:Number = 0;
	public var vy:Number = 0;
	public var vr:Number = 0;
	
	public function BoneCircle(radius:Number, connectLength:Number)
	{
		this.radius = radius;
		this.connectLength = connectLength;
		
		graphics.beginFill(0xff0000, 0);
		graphics.lineStyle(0, 0, 0);
		graphics.drawCircle(0, 0, radius + 20);
		
		//graphics.beginFill(0x0000ff, 0.3);
		//graphics.lineStyle(1, 0x000088, 1);
		//graphics.drawCircle(0, 0, radius);
		
		//graphics.moveTo(-radius + 10, 0);
		//graphics.lineTo(radius + 10, 0);
		
		graphics.beginFill(0x632906, 1);
		graphics.drawRect(0, -25, 10, 50);
		
		
	}
}