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

forked from: Checkmate Vol.6 Amatuerx(スライムな●と★)

2009/12/20 frameRate 調整、およびそれに伴う物理定数調整
/**
 * Copyright Aquioux ( http://wonderfl.net/user/Aquioux )
 * MIT License ( http://www.opensource.org/licenses/mit-license.php )
 * Downloaded from: http://wonderfl.net/c/o4UL
 */

// forked from checkmate's Checkmate Vol.6 Amatuer
// 2009/12/20 frameRate 調整、およびそれに伴う物理定数調整
package {
    import flash.display.Sprite;
	import flash.events.Event;
 	[SWF(width = "465", height = "465", frameRate = "60", backgroundColor = "0xFFFFFF")]
 	
	public class CheckmateAmatuer extends Sprite {
		private var circle1:LiquidCircle;
		private var circle2:LiquidCircle;
		private var star1:LiquidStar;
		private var star2:LiquidStar;
		
        public function CheckmateAmatuer() {
            /*
            コードでエッチなものごとを描写してください。
            公序良俗は守ってください。
            
            Represent something sexual by codes.
            DO NOT be offensive to public order and morals.
            */
			const SIZE_CIRCLE:Number  = 50.0;
			const SCALE_CIRCLE:Number = 2.0;
			const COLOR_CIRCLE:uint = 0xFFCC99;
			
			const SIZE_STAR:Number  = 10.0;
			const SCALE_STAR:Number = 12.5;
			const COLOR_STAR:uint = 0xFFFF66;
			
			const DIST:uint = 50;
			
			const centerX:Number = stage.stageWidth / 2;
			const centerY:Number = stage.stageHeight / 2;
			
			circle1 = new LiquidCircle(SIZE_CIRCLE, SCALE_CIRCLE);
			circle1.x = centerX - DIST;
			circle1.y = centerY;
			addChild(circle1);
			
			circle2 = new LiquidCircle(SIZE_CIRCLE, SCALE_CIRCLE);
			circle2.x = centerX + DIST;
			circle2.y = centerY;
			addChild(circle2);
			
			star1 = new LiquidStar(SIZE_STAR, SCALE_STAR);
			star1.x = centerX - DIST;
			star1.y = centerY;
			addChild(star1);
			
			star2 = new LiquidStar(SIZE_STAR, SCALE_STAR);
			star2.x = centerX + DIST;
			star2.y = centerY;
			addChild(star2);
			
			var facadeCurveTo:FacadeCurveTo = new FacadeCurveTo();
			facadeCurveTo.defineFill(COLOR_CIRCLE);
			circle1.drawFacade = facadeCurveTo;
			circle2.drawFacade = facadeCurveTo;
			
			var facadeLineTo:FacadeLineTo = new FacadeLineTo();
			facadeLineTo.defineFill(COLOR_STAR);
			star1.drawFacade = facadeLineTo;
			star2.drawFacade = facadeLineTo;
			
			addEventListener(Event.ENTER_FRAME, enterFrameHandler);
		}
		
		private function enterFrameHandler(event:Event):void {
			circle1.update();
			circle2.update();
			star1.update();
			star2.update();
		}
	}
}


	import flash.display.Graphics;
	import flash.display.Sprite;
	import flash.geom.Point;
	/**
	 * 流動的な図形を描く(抽象クラス)
	 * @author YOSHIDA, Akio (Aquioux)
	 */
	class Liquid extends Sprite {
		// DrawAPI ファサード
		public function set drawFacade(value:FacadeDraw):void {
			_drawFacade = value;
			_drawFacade.definePath(numOfPoint);
			_drawFacade.build();
		}
		protected var _drawFacade:FacadeDraw;
		
		// ドローポイントの数
		protected var numOfPoint:uint;
		
		// ドローポイントを格納する配列
		protected var drawPoints:Array;
		
		
		function Liquid() {}
		
		// ドローポイントの座標を計算して、一時的な Vector に格納する
		protected function createCoordinate(radius:Number):Vector.<Number> {
			// サブクラスで定義
			return null;
		}

		// drawPoint の生成
		protected function createDrawPoints(vector:Vector.<Number>, length:Number, distOfReaction:Number):void {
			var first:DrawPoint;
			var prev:DrawPoint;
			var n:uint = numOfPoint;
			drawPoints = [];
			for (var i:int = 0; i < n; i++) {
				var drawPoint:DrawPoint = new DrawPoint(vector[i * 2], vector[i * 2 + 1], length, distOfReaction);
				drawPoints.push(drawPoint);
				prev = (i == 0) ? first = drawPoint : prev.next = drawPoint;
			}
			// 最後の drawPoint の next を最初の drawPoint に設定
			drawPoint.next = first;
			// 配列の一番最初に、最後の drawPointl を追加
			drawPoints.unshift(drawPoint);
		}

		// 更新
		public function update():void {
			updatePosition();	// drawPoint の位置更新
			updateData();		// 描画のための座標 Vector の更新
			updateDraw();		// 描画
		}
		// DrawPoint の位置更新
		private function updatePosition():void {
			var posX:Number = this.mouseX;
			var posY:Number = this.mouseY;
			var dist:Number = Math.sqrt(posX * posX + posY * posY);
			const N:uint = numOfPoint;
			for (var i:int = 0; i < N; i++) {
				var drawPoint:DrawPoint = drawPoints[i];
				drawPoint.update(posX, posY, dist);
			}
		}
		// 描画のための座標 Vector の更新
		protected function updateData():void {
			// サブクラスで定義
		}
		// 描画
		private function updateDraw():void {
			var g:Graphics = this.graphics;
			g.clear();
			g.drawGraphicsData(_drawFacade.graphicsData);
		}
	}


	import flash.display.Graphics;
	import flash.display.Sprite;
	import flash.geom.Point;
	/**
	 * 流動的な円を描く
	 * @author YOSHIDA, Akio (Aquioux)
	 */
	class LiquidCircle extends Liquid {
		
		function LiquidCircle(radius:Number = 50.0, rate:Number = 2.0) {
			numOfPoint = 8;
			createDrawPoints(createCoordinate(radius), radius * rate, radius * 0.9);
		}
		
		// ドローポイントの座標を計算して、一時的な Vector に格納する
		override protected function createCoordinate(radius:Number):Vector.<Number> {
			const RADIAN:Number = Math.PI * 2 / numOfPoint;
			var vector:Vector.<Number> = new Vector.<Number>();
			var n:uint = numOfPoint;
			for (var i:int = 0; i < n; i++) {
				var p:Point = Point.polar(radius, RADIAN * i);
				vector.push(p.x, p.y);
			}
			vector.fixed = true;
			return vector;
		}

		// 描画のための座標 Vector の更新
		override protected function updateData():void {
			var data:Vector.<Number> = _drawFacade.data;

			// moveTo
			var drawPoint:DrawPoint = drawPoints[0];
			var anchorX:Number = (drawPoint.x + drawPoint.next.x) / 2;
			var anchorY:Number = (drawPoint.y + drawPoint.next.y) / 2;
			var idx:uint = 0;
			data[idx++] = anchorX;
			data[idx++] = anchorY;
			
			// curveTo
			var n:uint = drawPoints.length;
			for (var i:int = 0; i < n; i++) {
				drawPoint = drawPoint.next;
				anchorX = (drawPoint.x + drawPoint.next.x) / 2;
				anchorY = (drawPoint.y + drawPoint.next.y) / 2;
				data[idx++] = drawPoint.x;
				data[idx++] = drawPoint.y;
				data[idx++] = anchorX;
				data[idx++] = anchorY;
			}
		}
	}


	import flash.display.Graphics;
	import flash.display.Sprite;
	import flash.geom.Point;
	/**
	 * 流動的な☆を描く
	 * @author YOSHIDA, Akio (Aquioux)
	 */
	class LiquidStar extends Liquid {

		function LiquidStar(radius:Number = 50.0, rate:Number = 2.0) {
			numOfPoint = 10;
			createDrawPoints(createCoordinate(radius), radius * rate, radius * 4.9);
			
			var n:uint = drawPoints.length;
			for (var i:int = 0; i < n; i++) {
				if (i % 2) {
					drawPoints[i].convex = true;
				}
			}
		}
		
		// ドローポイントの座標を計算して、一時的な Vector に格納する
		override protected function createCoordinate(radius:Number):Vector.<Number> {
			const RADIAN:Number       = Math.PI * 2 / numOfPoint;
			const OFFSETRADIAN:Number = Math.PI / 2;
			var vector:Vector.<Number> = new Vector.<Number>();
			var n:uint = numOfPoint;
			for (var i:int = 0; i < n; i++) {
				var radius2:Number = (i % 2) ? radius / 2 : radius;
				var p:Point = Point.polar(radius2, RADIAN * i + OFFSETRADIAN);
				vector.push(p.x, p.y);
			}
			vector.fixed = true;
			return vector;
		}

		// 描画のための座標 Vector の更新
		override protected function updateData():void {
			var data:Vector.<Number> = _drawFacade.data;

			// moveTo
			var idx:uint = 0;
			var drawPoint:DrawPoint = drawPoints[0];
			data[idx++] = drawPoint.x;
			data[idx++] = drawPoint.y;
			
			// lineTo
			var n:uint = drawPoints.length;
			for (var i:int = 0; i < n; i++) {
				drawPoint = drawPoint.next;
				data[idx++] = drawPoint.x;
				data[idx++] = drawPoint.y;
			}
		}
	}


	/**
	 * ドローポイント
	 * LinkedList になっている
	 * マウスの位置に応じて動く
	 * @author YOSHIDA, Akio (Aquioux)
	 */
	class DrawPoint {
		// LinkedList
		public function get next():DrawPoint { return _next; }
		public function set next(value:DrawPoint):void {
			_next = value;
		}
		private var _next:DrawPoint;
		
		// 現在のX座標
		public function get x():Number { return _x; }
		private var _x:Number;

		// 現在のY座標
		public function get y():Number { return _y; }
		private var _y:Number;
		
		// 凸フラグ
		public function set convex(value:Boolean):void {
			_convex = value;
		}
		private var _convex:Boolean = false;
		
		private const SPRING:Number   = 0.059;	// 弾性
		private const FRICTION:Number = 0.82;	// 抵抗
		
		private var vx:Number = 0;	// ヴェロシティX座標
		private var vy:Number = 0;	// ヴェロシティY座標
		private var localY:Number;	// 既定X座標
		private var localX:Number;	// 既定Y座標

		private var length:Number;			// マウス反応時の伸長距離
		private var distOfReaction:Number;	// マウス反応距離
		

		public function DrawPoint(x:Number, y:Number, length:Number, distOfReaction:Number) {
			_x = localX = x;
			_y = localY = y;
			this.length         = length;
			this.distOfReaction = distOfReaction;
		}
		
		public function update(targetX:Number, targetY:Number, dist:Number):void {
			var flg:uint = (dist > distOfReaction) ? 1 : 0;
			var radian:Number = Math.atan2(targetY * flg - localY , targetX * flg - localX);
			var length2:Number = (_convex && flg == 0) ? length / 2 : length;
			var tx:Number = localX - Math.cos(radian) * length2;
			var ty:Number = localY - Math.sin(radian) * length2;
			vx += (tx - _x) * SPRING;
			vy += (ty - _y) * SPRING;
			vx *= FRICTION;
			vy *= FRICTION;
			_x += vx;
			_y += vy;
		}
	}


	import flash.display.GraphicsEndFill;
	import flash.display.GraphicsPath;
	import flash.display.GraphicsPathCommand;
	import flash.display.GraphicsSolidFill;
	import flash.display.GraphicsStroke;
	import flash.display.IGraphicsData;
	/**
	 * GraphicsAPI Facade(抽象クラス)
	 * @author YOSHIDA, Akio (Aquioux)
	 */
	class FacadeDraw{
		// Graphics.drawGraphicsData の引数
		public function get graphicsData():Vector.<IGraphicsData> { return _graphicsData; }
		protected var _graphicsData:Vector.<IGraphicsData>;
		
		// GraphicsPath の command
		public function get data():Vector.<Number> { return _data; }
		protected var _data:Vector.<Number>;
		
		protected var fill:GraphicsSolidFill;	// 塗り
		protected var stroke:GraphicsStroke;	// 線
		protected var commands:Vector.<int>;	// GraphicsPath の command
		
		
		public function FacadeDraw() {}
		
		// 塗りの定義
		public function defineFill(color:uint, alpha:Number = 1.0):void {
			fill = new GraphicsSolidFill(color, alpha);
		}
		
		// 線の定義
		public function defineStroke(thickness:Number, color:uint, alpha:Number):void {
			stroke = new GraphicsStroke();
			stroke.thickness = thickness;
			stroke.fill = new GraphicsSolidFill(color, alpha);
		}
		
		// パスの定義
		public function definePath(num:uint):void {
			// サブクラスで定義
		}
		
		public function build():void {
			_graphicsData = new Vector.<IGraphicsData>();
			_graphicsData.push(fill);
			//_graphicsData.push(stroke);
			_graphicsData.push(new GraphicsPath(commands, _data));
			_graphicsData.push(new GraphicsEndFill());
		}
	}


	import flash.display.GraphicsPathCommand;
	/**
	 * Graphics.curveTo Facade
	 * @author YOSHIDA, Akio (Aquioux)
	 */
	class FacadeCurveTo extends FacadeDraw {
		
		public function FacadeCurveTo() {}
		
		// パスの定義
		override public function definePath(num:uint):void {
			// コマンド
			commands = new Vector.<int>();
			commands.push(GraphicsPathCommand.MOVE_TO);
			for (var i:int = 0; i < num; i++) {
				commands.push(GraphicsPathCommand.CURVE_TO);
			}
			commands.fixed = true;
			
			// 座標
			var len:uint = (num + 1) * 4 + 2;
			_data = new Vector.<Number>(len, true);
		}
	}


	import flash.display.GraphicsPathCommand;
	/**
	 * Graphics.lineTo Facade
	 * @author YOSHIDA, Akio (Aquioux)
	 */
	class FacadeLineTo extends FacadeDraw {
		
		public function FacadeLineTo() {}
		
		// パスの定義
		override public function definePath(num:uint):void {
			// コマンド
			commands = new Vector.<int>();
			commands.push(GraphicsPathCommand.MOVE_TO);
			for (var i:int = 0; i < num; i++) {
				commands.push(GraphicsPathCommand.LINE_TO);
			}
			commands.fixed = true;
			
			// 座標
			var len:uint = (num + 1) * 2 + 2;
			_data = new Vector.<Number>(len, true);
		}
	}