forked from: Wonderwall のパチモン (correct perspective)
Wonderwall のパチモン
@author YOSHIDA, Akio (Aquioux)
/**
* Copyright east ( http://wonderfl.net/user/east )
* MIT License ( http://www.opensource.org/licenses/mit-license.php )
* Downloaded from: http://wonderfl.net/c/nIMQ
*/
// forked from makc3d's Wonderwall のパチモン (correct perspective)
package {
import flash.display.Bitmap;
import flash.display.BitmapData;
import flash.display.Loader;
import flash.display.Sprite;
import flash.events.Event;
import flash.net.URLRequest;
import flash.system.LoaderContext;
[SWF(width = "465", height = "465", frameRate = "60", backgroundColor = "#000000")]
/**
* Wonderwall のパチモン
* @author YOSHIDA, Akio (Aquioux)
*/
public class Main extends Sprite {
private const DISTANCE_OF_REACTION:int = 125; // マウスに反応する距離
private const SPRING:Number = 0.01; // バネ係数
private const FRICTION:Number = 0.9; // 摩擦係数
private const NUM_OF_ROW:int = 3; // 横方向の数
private const NUM_OF_COL:int = 3; // 縦方向の数
private const IMAGE_WIDTH:int = 100;
private const IMAGE_HEIGHT:int = 100;
private var imageUrls:Vector.<String> = Vector.<String>([
"http://assets.wonderfl.net/images/related_images/5/59/59ce/59ce4dc0471ca9405ef2d0ed2dc1cea5e70c91c1",
"http://assets.wonderfl.net/images/related_images/7/71/716a/716a033cf4afbec77f72d124e1903b1ff05cbbda",
"http://assets.wonderfl.net/images/related_images/8/87/871a/871a53382ac812425d86de3888971e86fb3b956b",
"http://assets.wonderfl.net/images/related_images/7/74/74f2/74f2c57ef48e0d2b88be0bb3999ad15c110bcaf2",
"http://assets.wonderfl.net/images/related_images/c/c5/c5ef/c5efc60973f19249b625ca1b0672b2b359d63eee",
"http://assets.wonderfl.net/images/related_images/b/b4/b43b/b43bf737d1fe33d1c083c8e9e04f97467751df96",
"http://assets.wonderfl.net/images/related_images/3/3d/3dcd/3dcd1527c2f968c5b4e39471303b690d28e28687",
"http://assets.wonderfl.net/images/related_images/7/76/765f/765f0fef8e179cb6d384b85e972879be8e003f69",
"http://assets.wonderfl.net/images/related_images/e/ee/ee94/ee94f456247434eee366c2c6a6362b8a7db03f8e"
]);
private var images:Vector.<BitmapData> = new Vector.<BitmapData>(9, true);
private var cnt:uint = 0;
private const NUM_OF_IMAGE:uint = NUM_OF_ROW * NUM_OF_COL;
public function Main() {
imageLoad();
}
private function imageLoad():void {
var loader:Loader = new Loader();
loader.contentLoaderInfo.addEventListener(Event.COMPLETE, completeHandler);
var url:String = imageUrls[cnt];
loader.load(new URLRequest(url), new LoaderContext(true));
}
private function completeHandler(event:Event):void {
var loader:Loader = event.target.loader;
loader.contentLoaderInfo.removeEventListener(Event.COMPLETE, completeHandler);
images[cnt] = Bitmap(loader.content).bitmapData;
cnt++;
cnt >= NUM_OF_IMAGE ? next() : imageLoad();
}
private function next():void {
// Coordinate 初期化
Coordinate.spring = SPRING;
Coordinate.friction = FRICTION;
Coordinate.distanceOfReaction = DISTANCE_OF_REACTION;
// データ生成
var dataFactory:DataFactory = new DataFactory();
dataFactory.numOfCol = NUM_OF_COL;
dataFactory.numOfRow = NUM_OF_ROW;
dataFactory.cellWidth = IMAGE_WIDTH;
dataFactory.cellHeight = IMAGE_HEIGHT;
dataFactory.stageWidth = stage.stageWidth;
dataFactory.stageHeight = stage.stageHeight;
dataFactory.start();
// Model 生成
var model:Model = new Model();
model.coordinates = dataFactory.coordinates;
// View 生成
var viewLayer:Sprite = new Sprite();
addChild(viewLayer);
var n:uint = NUM_OF_ROW * NUM_OF_COL;
for (var i:int = 0; i < n; i++) {
var view:View = new View(model);
view.bitmapData = images[i];
view.setBounds(i, dataFactory.bounds);
view.setup();
viewLayer.addChild(view);
}
// Controller 生成
var controller:Controller = new Controller(model);
}
}
}
import flash.geom.Point;
/**
* データ生成クラス
* @author YOSHIDA, Akio (Aquioux)
*/
class DataFactory {
// 外部へ出力するデータ
public function get coordinates():Vector.<Coordinate> { return _coordinates; }
private var _coordinates:Vector.<Coordinate>; // すべての頂点(for Model)
public function get bounds():Vector.<int> { return _bounds; }
private var _bounds:Vector.<int>; // セルの四隅の頂点の組み合わせ(for View)
// 外部から入力するデータ
public function set numOfRow(value:int):void { _numOfRow = value; }
private var _numOfRow:uint; // 横方向のセル数
public function set numOfCol(value:int):void { _numOfCol = value; }
private var _numOfCol:uint; // 縦方向のセル数
public function set cellWidth(value:Number):void { _cellWidth = value; }
private var _cellWidth:Number; // セル幅
public function set cellHeight(value:Number):void { _cellHeight = value; }
private var _cellHeight:Number; // セル高
public function set stageWidth(value:Number):void { _stageWidth = value; }
private var _stageWidth:Number; // ステージ幅
public function set stageHeight(value:Number):void { _stageHeight = value; }
private var _stageHeight:Number; // ステージ高
// 内部だけで使用するデータ
private var offsetX:Number; // X座標オフセット値
private var offsetY:Number; // Y座標オフセット値
public function DataFactory() {}
// 出力データ作成開始
// このメソッドは入力データをすべて設定してから実行すること
public function start():void {
var totalWidth:int = _numOfRow * _cellWidth;
var totalHeight:int = _numOfCol * _cellHeight;
var offsetX:Number = (_stageWidth - totalWidth) / 2;
var offsetY:Number = (_stageHeight - totalHeight) / 2;
// 全頂点
// 左上端からZ順に各頂点を Coordinete クラスで設定し、その Coordinate インスタンスを Vector に格納
_coordinates = new Vector.<Coordinate>();
for (var i:int = 0; i < _numOfCol + 1; i++) {
for (var j:int = 0; j < _numOfRow + 1; j++) {
var posX:Number = j * _cellWidth + offsetX + Math.random() * 30 - 15;
var posY:Number = i * _cellHeight + offsetY + Math.random() * 30 - 15;
var coordinate:Coordinate = new Coordinate(posX, posY);
_coordinates.push(coordinate);
}
}
_coordinates.fixed = true;
// セルの四隅の頂点の組み合わせ
// 各セルの四隅(左上から時計回り)が全頂点のうちそれぞれ何番目になるのかを、Vector に格納(dtawTriangle の indices と似ている)
_bounds = new Vector.<int>();
var cnt:uint = 0;
for (i = 0; i < _numOfCol; i++) {
for (j = 0; j < _numOfRow; j++) {
var leftTop:uint = i * (_numOfRow + 1) + j;
var rightTop:uint = i * (_numOfRow + 1) + j + 1;
var leftBottom:uint = (i + 1) * (_numOfRow + 1) + j;
var rightBottom:uint = (i + 1) * (_numOfRow + 1) + j + 1;
_bounds[cnt++] = leftTop;
_bounds[cnt++] = rightTop;
_bounds[cnt++] = rightBottom;
_bounds[cnt++] = leftBottom;
}
}
_bounds.fixed = true;
}
}
import flash.geom.Point;
/**
* 頂点生成クラス
* @author YOSHIDA, Akio (Aquioux)
*/
class Coordinate {
// 外部から入力するデータ
// 静的変数
// バネ係数
static public function set spring(value:Number):void { _spring = value; }
static private var _spring:Number = 0.01;
// 抵抗
static public function set friction(value:Number):void { _friction = value; }
static private var _friction:Number = 0.9;
// 反応距離
static public function set distanceOfReaction(value:Number):void { _distanceOfReaction = value; }
static private var _distanceOfReaction:Number = 100;
// 外部へ出力するデータ
// 現在座標
public function get x():Number { return _x; }
private var _x:Number;
public function get y():Number { return _y; }
private var _y:Number;
// 内部だけで使用するデータ
// 既定座標
private var localX:Number;
private var localY:Number;
// 速度
private var vx:Number = 0.0;
private var vy:Number = 0.0;
public function Coordinate(valueX:Number, valueY:Number) {
_x = localX = valueX;
_y = localY = valueY;
}
public function update(mousePoint:Point):void {
// マウスの位置と自分との距離を求める
var distance:Number = Point.distance(mousePoint, new Point(localX, localY));
// 到達値
var dx:Number;
var dy:Number;
// 到達値の計算
if (distance < _distanceOfReaction) {
var diff:Number = -distance * (_distanceOfReaction - distance) / _distanceOfReaction;
var radian:Number = Math.atan2(mousePoint.y - localY, mousePoint.x - localX);
var diffPoint:Point = Point.polar(diff*2, radian);
dx = localX + diffPoint.x;
dy = localY + diffPoint.y;
} else{ // 位置を元に戻す
dx = localX;
dy = localY;
}
vx += (dx - _x) * _spring;
vy += (dy - _y) * _spring;
vx *= _friction;
vy *= _friction;
_x += vx;
_y += vy;
}
}
import flash.events.Event;
import flash.events.EventDispatcher;
import flash.geom.Point;
/**
* Model クラス
* @author YOSHIDA, Akio (Aquioux)
*/
class Model extends EventDispatcher {
// 外部へ出力するデータ
// 全頂点のXY座標値
public function get vertices():Vector.<Number> { return _vertices; }
private var _vertices:Vector.<Number>;
// 外部から入力するデータ
// 全頂点データ
public function set coordinates(value:Vector.<Coordinate>):void {
_coordinates = value;
_vertices = new Vector.<Number>(_coordinates.length * 2, true);
}
private var _coordinates:Vector.<Coordinate>;
public function Model() {}
public function update(mousePoint:Point):void {
var n:uint = _coordinates.length;
for (var i:int = 0; i < n; i++) {
var c:Coordinate = _coordinates[i];
c.update(mousePoint);
_vertices[i * 2] = c.x;
_vertices[i * 2 + 1] = c.y;
}
dispatchEvent(new Event(Event.CHANGE));
}
}
import flash.display.Bitmap;
import flash.display.BitmapData;
import flash.display.GraphicsBitmapFill;
import flash.display.GraphicsEndFill;
import flash.display.GraphicsTrianglePath;
import flash.display.IGraphicsData;
import flash.display.Sprite;
import flash.events.Event;
import flash.events.MouseEvent;
import flash.geom.ColorTransform;
import flash.geom.Point;
/**
* ...
* @author YOSHIDA, Akio (Aquioux)
*/
class View extends Sprite {
// 外部から入力するデータ
// 四隅の頂点の、全頂点中の順番
public function setBounds(idx:uint, value:Vector.<int>):void {
idx *= 4;
_bounds = value.slice(idx, idx + 4);
}
private var _bounds:Vector.<int>;
// スキンとなる BitmapData
public function set bitmapData(value:BitmapData):void { _bitmapData = value; }
private var _bitmapData:BitmapData;
private var model:Model;
// 内部だけで使用するデータ
// for drawTriangles
private var graphicsData:Vector.<IGraphicsData>;
private var path:GraphicsTrianglePath;
private var vertices:Vector.<Number>;
private var indices:Vector.<int>;
private var uvtData:Vector.<Number>;
static private var topIndex:uint = 0;
private var isVisited:Boolean = false;
private const visitedColor:ColorTransform = new ColorTransform(0, 0, 0, 1, Math.floor(Math.random()*0xFF), Math.floor(Math.random()*0xFF), Math.floor(Math.random()*0xFF), 0);
private const noVisitedColor:ColorTransform = new ColorTransform(1, 1, 1, 1, 0, 0, 0, 0);
public function View(model:Model) {
// 対 Model
this.model = model;
model.addEventListener(Event.CHANGE, update);
addEventListener(MouseEvent.ROLL_OVER, overHandler);
addEventListener(MouseEvent.ROLL_OUT, outHandler);
addEventListener(MouseEvent.CLICK, clickHandler);
}
private function overHandler(event:MouseEvent):void {
if (topIndex == 0)
topIndex = parent.numChildren - 1;
parent.setChildIndex(this, topIndex);
if (isVisited)
transform.colorTransform = noVisitedColor;
}
private function outHandler(event:MouseEvent):void {
if (isVisited)
transform.colorTransform = visitedColor;
}
private function clickHandler(event:MouseEvent):void {
isVisited = true;
transform.colorTransform = visitedColor;
}
public function setup():void {
// drawTriangles で使う Vector の設定
vertices = new Vector.<Number>(8, true);
indices = Vector.<int>([
0, 1, 3,
1, 2, 3
]);
indices.fixed = true;
uvtData = Vector.<Number>([
0, 0, 1.0,
1, 0, 1.0,
1, 1, 1.0,
0, 1, 1.0
]);
uvtData.fixed = true;
// graphicsData の設定
graphicsData = new Vector.<IGraphicsData>();
graphicsData.push(new GraphicsBitmapFill(_bitmapData));
graphicsData.push(path = new GraphicsTrianglePath(vertices, indices, uvtData));
graphicsData.push(new GraphicsEndFill());
}
private function update(event:Event):void {
var allVertices:Vector.<Number> = model.vertices;
for (var i:int = 0; i < 4; i++) {
var idx:int = _bounds[i];
vertices[i * 2] = allVertices[idx * 2];
vertices[i * 2 + 1] = allVertices[idx * 2 + 1];
}
path.vertices = vertices;
// set Ts in uvtData: code by Zeh Fernando
// http://zehfernando.com/2010/the-best-drawplane-distortimage-method-ever/
p1.x = vertices [0]; p1.y = vertices [1];
p2.x = vertices [2]; p2.y = vertices [3];
p3.x = vertices [6]; p3.y = vertices [7];
p4.x = vertices [4]; p4.y = vertices [5];
var pc:Point = getIntersection(p1, p4, p2, p3);
if (pc != null) {
// Lenghts of first diagonal
var ll1:Number = Point.distance(p1, pc);
var ll2:Number = Point.distance(pc, p4);
// Lengths of second diagonal
var lr1:Number = Point.distance(p2, pc);
var lr2:Number = Point.distance(pc, p3);
// Ratio between diagonals
var f:Number = (ll1 + ll2) / (lr1 + lr2);
// Magic
uvtData [2] = (1 / ll2) * f;
uvtData [5] = (1 / lr2);
uvtData [8] = (1 / ll1) * f;
uvtData [11] = (1 / lr1);
path.uvtData = uvtData;
}
draw();
}
private function draw():void {
graphics.clear();
graphics.drawGraphicsData(graphicsData);
}
private var p1:Point = new Point,
p2:Point = new Point, p3:Point = new Point, p4:Point = new Point;
private function getIntersection(p1:Point, p2:Point, p3:Point, p4:Point):Point {
// Returns a point containing the intersection between two lines
// http://keith-hair.net/blog/2008/08/04/find-intersection-point-of-two-lines-in-as3/
// http://www.gamedev.pastebin.com/f49a054c1
var a1:Number = p2.y - p1.y;
var b1:Number = p1.x - p2.x;
var a2:Number = p4.y - p3.y;
var b2:Number = p3.x - p4.x;
var denom:Number = a1 * b2 - a2 * b1;
if (denom == 0) return null;
var c1:Number = p2.x * p1.y - p1.x * p2.y;
var c2:Number = p4.x * p3.y - p3.x * p4.y;
var p:Point = new Point((b1 * c2 - b2 * c1)/denom, (a2 * c1 - a1 * c2)/denom);
if (Point.distance(p, p2) > Point.distance(p1, p2)) return null;
if (Point.distance(p, p1) > Point.distance(p1, p2)) return null;
if (Point.distance(p, p4) > Point.distance(p3, p4)) return null;
if (Point.distance(p, p3) > Point.distance(p3, p4)) return null;
return p;
}
}
import flash.display.Sprite;
import flash.events.Event;
import flash.geom.Point;
/**
* Controller
* マウス座標を Model に渡すだけ
* マウス座標を取得するので Sprite を継承する
* @author YOSHIDA, Akio (Aquioux)
*/
class Controller extends Sprite {
private var model:Model;
public function Controller(model:Model) {
this.model = model;
addEventListener(Event.ENTER_FRAME, enterFrameHandler);
}
private function enterFrameHandler(event:Event):void {
var mousePoint:Point = new Point(mouseX, mouseY);
model.update(mousePoint);
}
}