In case Flash no longer exists; a copy of this site is included in the Flashpoint archive's "ultimate" collection.

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

forked from: forked from: 線

http://linkalink.jp/enok/
/**
 * Copyright athanassiadis ( http://wonderfl.net/user/athanassiadis )
 * MIT License ( http://www.opensource.org/licenses/mit-license.php )
 * Downloaded from: http://wonderfl.net/c/nYnZ
 */

// forked from kkstudio's forked from: 線
// forked from enok's 線
// http://linkalink.jp/enok/

package {

  import flash.display.Sprite; 

  [SWF(backgroundColor="0xffffff", frameRate="30")] 

  public class FlashTest extends Sprite { 
      public function FlashTest() { 
				//背景
				var bg_color:Number = 0xfff312
				var background:Sprite = new Sprite();
				background.graphics.beginFill(bg_color);
				background.graphics.drawRect(0, 0, stage.stageWidth, stage.stageHeight);
				addChild(background);

        var _trick:Sprite = new Sen(this, 10, 0x000000, false);
        addChild( _trick );


     } 

  } 

}

import flash.display.DisplayObjectContainer;
import flash.display.Sprite;
import flash.events.Event;
import flash.events.MouseEvent;
import flash.events.TimerEvent;
import flash.filters.BlurFilter;
import flash.filters.BitmapFilterQuality;
import flash.geom.Point;
import flash.utils.Timer;
import flash.display.CapsStyle;

class Sen extends Sprite {
	//ワールド系
	private var _s:DisplayObjectContainer;
	private var _w:int;
	private var _h:int;
	private var _center_x:Number;
	private var _center_y:Number;
	private var _line_sp:Sprite = new Sprite();
	private var _light_sp:Sprite = new Sprite();
	
	//光系
	private var _light:Sprite = new Sprite();
	private var _light_list:Array = new Array();
	private var _light_num:int = 50;
	private var _light_flg:Boolean = false;
	
	//ポイント系
	private var _point:ekPoint;
	private var _point_list:Array = new Array();
	private var _point_size:Number = 1.0;
	private var _point_head:ekPoint;
	
	//設定系
	private var _rand_rate:Number;
	private var _friction:Number = 0.8 //跳ね
	private var _gravity_x:Number = 10.0; //重力
	private var _gravity_y:Number =  10.0; //重力
	private var _gravity_xvec:Number = 1; //重力方向
	private var _gravity_yvec:Number = 1; //重力方向
	private var _spring:Number = 0.003; //ばね
	private var _line_radius:Number = 30.0; //線の太さ
	private var _line_alpha:Number = 1.0; //線のアルファ
	private var _line_color:Number; //線の色
	private var _point_num:int = 50; //ポイント数

	//その他
	private var update_ctn:Number = 0;
												
	public function Sen( p_s:DisplayObjectContainer, p_rand_rate:Number = 5.0, p_line_color:Number = 0x000000, p_light_flg:Boolean = false ) {
		//WORLD系
		_s = p_s;
		_w = _s.stage.stageWidth; _h = _s.stage.stageHeight; 
		_center_x = _w / 2; _center_y = _h / 2;
		_rand_rate = p_rand_rate;
		_line_color = p_line_color;
		_light_flg = p_light_flg;
		
		init();
	}
	
	private function init():void {			
		//光のセット
		if(_light_flg){ setLight(); }
		
		//ポイントの先頭
		_point_head = new ekPoint(_w, _center_y);
		
		//配置
		addChild(_light_sp);
		addChild(_line_sp);
		
		var timer:Timer = new Timer(50, 0); 
          timer.addEventListener(TimerEvent.TIMER, createPoint); 
          timer.start(); 
		
		addEventListener( Event.ENTER_FRAME, update );
		addEventListener( MouseEvent.MOUSE_MOVE, mouseMove );
		addEventListener( Event.REMOVED, remove );
		_s.stage.addEventListener( Event.RESIZE, resize );
	}
	
	private function remove(e:Event):void {
		removeEventListener( Event.ENTER_FRAME, update );
		_s.stage.removeEventListener( Event.RESIZE, remove );
		removeEventListener( Event.REMOVED, resize );
	}
	
	private function resize( e:Event ):void {
		_w = _s.stage.stageWidth;
		_h = _s.stage.stageHeight;
		_center_x = _w / 2;
		_center_y = _h / 2;
	}
	
	private function setLight():void {
		var i:int;
		var blur_sp:Sprite = new Sprite();
		var blur:BlurFilter, filters:Array, blur_size:Number;
		var radius_rate:Number = 3.0;
		
		for ( i = 0; i < _light_num; i++) {
			var light:Sprite = new Sprite();
			light.x = -i * radius_rate * 2;
			light.y = -i * radius_rate * 2;
			
			light.graphics.clear();
			light.graphics.beginFill(0xffffff, 1.0);
			light.graphics.drawCircle( 0, 0, i * radius_rate);
			light.graphics.endFill();
			
			blur_size = 20;
			blur = new BlurFilter( blur_size , blur_size, BitmapFilterQuality.HIGH );
			filters = [blur];
			light.filters = filters;
			
			
			_light_list.push(light);
			
			_light_sp.addChild(light);
		}
			
	}
	
	private function createPoint(e:TimerEvent):void {		
		var i:Number;
		
		_point = new ekPoint(_point_head.x, _point_head.y);
		_point._vx = ( Math.random()) * _rand_rate;
		_point._vy = ( Math.random()) * _rand_rate;
		_point_list.push(_point);
		
		for (i = 0; i < _point_list.length; i++){
			if ( _point_list.length > _point_num ) {
				_point = _point_list.shift();
				
				break;
			}
		}
		
	}
	
	private function mouseMove(e:MouseEvent):void {
		e.updateAfterEvent () ;
	}
	
	private function update(e:Event):void {
		setPointHead();
		drawLine();
		move();
		follow();
		
		update_ctn++;
	}
	
	private function setPointHead():void {
		var vx:Number = ( _s.stage.mouseX - _point_head.x ) / 10;
		var vy:Number = ( _s.stage.mouseY - _point_head.y ) / 10;
		_point_head.x += vx;
		_point_head.y += vy;
	}
	
	private function drawLine():void {
		_line_sp.graphics.clear();
		
		if (_point_list.length >= 3) {
			var i:Number;
			var length_last:int = _point_list.length - 1;
			
			_line_sp.graphics.moveTo(_point_list[length_last].x, _point_list[length_last].y);
			
			var angle:Number = 0.0;
			//_point_list.reverse();
			for (i = length_last - 1; i >= 2; i-- ) {
				
				_point_size = Math.sin( angle ) * _line_radius;
				
				_line_sp.graphics.lineStyle(_point_size, _line_color, _line_alpha ,true, "normal", CapsStyle.ROUND); 
				_line_sp.graphics.curveTo( _point_list[i].x,
								  _point_list[i].y,
								  (_point_list[i].x + _point_list[i - 1].x) / 2,
								  (_point_list[i].y + _point_list[i - 1].y) / 2);
				
				angle = angle + 0.1;
			}
			_line_sp.graphics.curveTo( _point_list[1].x, 
							  _point_list[1].y,
							  _point_list[0].x, 
							  _point_list[0].y);

			_point_size++;
		}
		
	}
	
	private function moveLight(p_i:Number, p_point:ekPoint):void {
		_light_list[p_i].x = p_point.x;
		_light_list[p_i].y = p_point.y;
	}
	
	private function follow():void {
		var i:Number;
		var dy:Number, ay:Number;
		
		for (i = _point_list.length - 1; i > 0; i-- ) {		
			dy = _point_list[i].y - _point_list[i - 1].y;
			ay = dy * _spring;
			_point_list[i]._vy += ay;
			
		}
		
		
	}
	
	private function move():void {
		var i:Number;
		var mx_vec:Number = 0;
		var mousex:Number = _s.stage.mouseX;
		var mousey:Number = _s.stage.mouseY;
		
		var x_rate:Number = Math.abs(mousex - _center_x) / _center_x;
		var y_rate:Number = Math.abs(mousey - _center_y) / _center_y;
		
		for (i = 0; i < _point_list.length; i++ ) {
			
			if ( mousex < _center_x) {
				_gravity_xvec = 1;
			}else {
				_gravity_xvec = -1;
			}
			
			if (_s.stage.mouseY < _center_y) {
				_gravity_yvec = 1;
			}else {
				_gravity_yvec = -1;
			}
			
			_point_list[i]._vx += _gravity_x * x_rate * _gravity_xvec;
			_point_list[i]._vx *= _friction;
			_point_list[i]._vy += _gravity_y * y_rate * _gravity_yvec;
			_point_list[i]._vy *= _friction;
			
			_point_list[i].x += _point_list[i]._vx;
			_point_list[i].y += _point_list[i]._vy;
			
			if(_light_flg){ moveLight(i, _point_list[i]); }
		}
		
		
		
	}
	
}

import flash.display.Sprite;

class ekPoint extends Sprite {
	public var _vx:Number = 0;
	public var _vy:Number = 0;
	public var _radius:Number = 0;
	
	public function ekPoint( p_x:Number, p_y:Number, p_radius:Number = 3 ) {
		x = p_x;
		y = p_y;
		_radius = p_radius;
		
		init();
	}
	
	public function init():void {
		var point_radius:Number = _radius;
		graphics.beginFill( 0x000000 , 1.0 );
		graphics.drawCircle( point_radius / 2, point_radius / 2, point_radius);
		graphics.endFill();	
	}
	
	public function changeRadius( p_radius:Number ):void {
		graphics.clear();
		graphics.beginFill( 0x000000 , 1.0 );
		graphics.drawCircle( p_radius / 2, p_radius / 2, p_radius);
		graphics.endFill();	
	}
	
}