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

ぷよっとしたスライム。png画像から作る版。

/**
 * Copyright Akiyah ( http://wonderfl.net/user/Akiyah )
 * MIT License ( http://www.opensource.org/licenses/mit-license.php )
 * Downloaded from: http://wonderfl.net/c/oq0G
 */

// forked from Akiyah's 「CAに学ぶアジャイルマインド」応援作品
package 
{
    import flash.display.Bitmap;
    import flash.display.BitmapData;
    import flash.display.GradientType;
    import flash.display.Graphics;
    import flash.display.Shape;
    import flash.display.Sprite;
    import flash.display.StageQuality;
    import flash.events.Event;
    import flash.events.MouseEvent;
    import flash.geom.Matrix;
    import flash.geom.Point;
    import flash.geom.Rectangle;
    import flash.display.*;
    import flash.events.*;
    import flash.filters.*;
    import flash.geom.*;
    import flash.net.*;
    import flash.system.*;
    import flash.text.*;
    import flash.utils.*;

    public class PuyoDot3 extends Sprite
    {
        public static const STAGE_W:uint = 465;
        public static const STAGE_H:uint = 465;
        
        private static const _WALL_LEFT:Number = 0;
        private static const _WALL_RIGHT:Number = 465;
        private static const _GROUND_LINE:Number = 350;
        
        private static const _DOT_CONNECT_MAX:int = 4;
        private static const _DERIVATION:int = 3;    // 計算の分割数。
        private static const _MAP_SIZE:Number = 200;
        
        private static const _PI:Number = Math.PI;
        private static const _PI2:Number = 2.0 * _PI;
        private static const _RADIAN90:Number    = _PI * 0.5;
        private static const _RADIAN180:Number    = _PI * 1.0;
        private static const _RADIAN270:Number    = _PI * -0.5;
        private static const _TO_DEGREE:Number    = 180 / _PI;
        
        private static const _GRAVITY:Number = 0.2 / _DERIVATION;
        private static const _ROTATION_RATE:Number = 0.05 / _DERIVATION;    // 自身バネ(根元)
        private static const _VERTICAL_RATE:Number = 0.2 / _DERIVATION;    // ターゲットバネ(さきっぽ)
        private static const _MOUSE_PULL_RATE:Number = 2.0 / _DERIVATION;
        
        private static const _FRICTION:Number = 0.1 / _DERIVATION;
        private static const _ROTATE_FRICTION:Number = 1 - 0.2 / _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 _GROUND_FRICTION:Number = 1 - 0.2 / _DERIVATION;
        
        // パーティクル
        private var _dotMap:DotMap;
        private var _particleList:Array = [];    //:Array :Particle
        private var _particleDistance:int;
        private var _w:int;
        private var _h:int;
        
        // ドラッグ
        private var _dragIdX:int = -1;
        private var _dragIdY:int = -1;
        
        // レイヤー
        private var _bgLayer:Bitmap;
        private var _displayLayer:Bitmap;
        private var _debugLayer:Sprite;
        private var _debugDisplayList:Array = [];
        private var _dragLayer:Sprite;
        private var _dragList:Array = [];
        
        // ビットマップ
        private var _clearBitmap:BitmapData = new BitmapData(STAGE_W, STAGE_H, true, 0x00000000);
        private var _displayBitmap:BitmapData = new BitmapData(STAGE_W, STAGE_H);
        private var _bgBitmap:BitmapData = new BitmapData(STAGE_W, STAGE_H);
        private var _gradiationBitmap:BitmapData = new BitmapData(STAGE_W, STAGE_H);
        private var _reflectAlphaBitmap:BitmapData = new BitmapData(STAGE_W, STAGE_H, true, 0x00000000);
        
        private var _rect:Rectangle = new Rectangle(0, 0, STAGE_W, STAGE_H);
        private var _point:Point = new Point();
        private var _refrectPoint:Point = new Point(0, -2*_GROUND_LINE + STAGE_H);
        
        private var bmd:BitmapData;
        private var loader:Loader = new Loader();
        Security.loadPolicyFile("http://assets.wonderfl.net/crossdomain.xml");

        public function PuyoDot3()
        {
            //init();
            loader.contentLoaderInfo.addEventListener(Event.COMPLETE, loadDone);
            loader.load(new URLRequest("http://assets.wonderfl.net/images/related_images/e/e1/e1b1/e1b1a2d1ea3db94a33f5eb77daaf9125081062b7"));
        }
        private function loadDone(e:Event):void {
            bmd = new BitmapData(loader.width,loader.height,true,0x000000);
            bmd.draw(loader);
            init();
        }
        private function init():void {    // ここから開始
            // SWF設定
            stage.frameRate = 30;
            stage.quality = StageQuality.LOW;
            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);
            bg.graphics.drawRect(0, 0, STAGE_W, STAGE_H);
            addChild(bg);

            //_dotMap = new MapPlane();
            _dotMap = new MapSlime();
            
            addChild(_bgLayer = new Bitmap(_bgBitmap));

            addChild(_displayLayer = new Bitmap(_displayBitmap));
            addChild(_debugLayer = new Sprite());
            addChild(_dragLayer = new Sprite());
            _debugLayer.visible = false;
            _bgLayer.scaleY = -1;
            _bgLayer.y = STAGE_H;
            
            _w = _dotMap.w+1;
            _h = _dotMap.h+1;
            _particleDistance = _MAP_SIZE / _w;
            var tmpBaceX:Number = (STAGE_W - _MAP_SIZE) / 2;
            var tmpBaceY:Number = 20;
            var x:int, y:int;
            var particle:Particle;
            // 生成
            for (x = 0; x < _w; x++){
                _particleList[x] = [];
                _dragList[x] = [];
                for (y = 0; y < _h; y++){
                    
                    particle = new Particle();
                    var tmpNearDotList:Array = [_dotMap.isDot(x, y), _dotMap.isDot(x-1, y), 
                                                _dotMap.isDot(x-1, y-1), _dotMap.isDot(x, y-1)];
                    particle.connect[0] = (tmpNearDotList[0] || tmpNearDotList[3]) && x < _w-1;    // 右
                    particle.connect[1] = (tmpNearDotList[1] || tmpNearDotList[0]) && y < _h-1;    // 下
                    particle.connect[2] = (tmpNearDotList[2] || tmpNearDotList[1]) && 0 < x;    // 左
                    particle.connect[3] = (tmpNearDotList[3] || tmpNearDotList[2]) && 0 < y;    // 上
                    
                    
                    if (!particle.connect[0] && !particle.connect[1] && !particle.connect[2] && !particle.connect[3]){
                        _particleList[x][y] = null;
                        continue;
                    }
                    particle.color = _dotMap.getColor(x, y);
                    particle.x = tmpBaceX + _particleDistance * x + Math.random()*3;
                    particle.y = tmpBaceY + _particleDistance * y;
                    _particleList[x][y] = particle;
                    createDragSprite(x, y);
                    
                }
            }
            for (x = 0; x < _w; x++){
                for (y = 0; y < _h; y++){
                    particle = _particleList[x][y];
                    if (particle == null) continue;
                    particle.connect[4] = particle.connect[0] && Particle(_particleList[x+1][y]).connect[0];    // 右右
                    particle.connect[5] = particle.connect[1] && Particle(_particleList[x][y+1]).connect[1];    // 下下
                    particle.connect[6] = particle.connect[2] && Particle(_particleList[x-1][y]).connect[2];    // 左左
                    particle.connect[7] = particle.connect[3] && Particle(_particleList[x][y-1]).connect[3];    // 上上
                }
            }
            
            // デバッグ表示
            debugInit();
            
            displayInit();
            
            // フレームの処理を登録
            addEventListener(Event.ENTER_FRAME, frame);
            // マウスドラッグ
            stage.addEventListener(MouseEvent.MOUSE_UP, mouseUpEvent());
            
            //addChild(new Stats());
        }
        private function createDragSprite(x:int, y:int):void{    // ドラッグ判定を作る
            var sprite:Sprite = new Sprite();
            _dragLayer.addChild(sprite);
            _dragList[x][y] = sprite;
            var g:Graphics = sprite.graphics;
            g.beginFill(0x000000, 0);
            g.drawCircle(0, 0, _particleDistance*0.8);
            // マウスイベント
            sprite.addEventListener(MouseEvent.MOUSE_DOWN, mouseDownEvent(x, y));
        }
        
        
        // フレーム挙動
        private function frame(event:Event):void{
            for (var i:int=0; i<_DERIVATION; i++){
                rotate();    // 回転の計算
                force();    // 力の計算
                move();    // 移動処理
            }
            draw();    // 描画処理
            debugDraw();
        }
        
        
        
        // ボーンの向きを決定する
        private function rotate():void{
            var x:int, y:int;
            for (x = 0; x < _w; x++){
                for (y = 0; y < _h; y++){
                    var particle:Particle = _particleList[x][y];
                    if (particle == null) continue;
                    var subParticle:Particle;
                    if (particle.connect[0]){    // 右パーティクルに対する処理
                        subParticle = _particleList[x+1][y];
                        calcConnectRForce(particle, subParticle, 0);
                        calcConnectRForce(subParticle, particle, _RADIAN180);
                    }
                    if (particle.connect[1]){    // 下パーティクルに対する処理
                        subParticle = _particleList[x][y+1];
                        calcConnectRForce(particle, subParticle, _RADIAN90);
                        calcConnectRForce(subParticle, particle, _RADIAN270);
                    }
                    if (particle.connect[4]){    // 右右パーティクルに対する処理
                        subParticle = _particleList[x+2][y];
                        calcConnectRForce(particle, subParticle, 0);
                        calcConnectRForce(subParticle, particle, _RADIAN180);
                    }
                    if (particle.connect[5]){    // 下下パーティクルに対する処理
                        subParticle = _particleList[x][y+2];
                        calcConnectRForce(particle, subParticle, _RADIAN90);
                        calcConnectRForce(subParticle, particle, _RADIAN270);
                    }
                    if (x == _dragIdX && y == _dragIdY) particle.vr *= _MOUSE_ROTATE_FRICTION;
                    else particle.vr *= _ROTATE_FRICTION;    // 摩擦
                    
                    particle.radian += particle.vr;
                }
            }
        }
        // 接続されたパーツの回転方向を計算する
        private function calcConnectRForce(particle:Particle, targetParticle:Particle, connectAngle:Number):void{
            var angle:Number = Math.atan2(targetParticle.y - particle.y, targetParticle.x - particle.x);
            particle.vr += ajustRadian(angle - (connectAngle + particle.radian)) * _ROTATION_RATE;
        }
        
        
        
        private function force():void{
            var x:int, y:int;
            for (x = 0; x < _w; x++){
                for (y = 0; y < _h; y++){
                    var particle:Particle = _particleList[x][y];
                    if (particle == null) continue;
                    var subParticle:Particle;
                    if (particle.connect[0]){    // 右パーティクルに対する処理
                        subParticle = _particleList[x+1][y];
                        calcConnectFoce(particle, subParticle, 0, _particleDistance);
                        calcConnectFoce(subParticle, particle, _RADIAN180, _particleDistance);
                    }
                    if (particle.connect[1]){    // 下パーティクルに対する処理
                        subParticle = _particleList[x][y+1];
                        calcConnectFoce(particle, subParticle, _RADIAN90, _particleDistance);
                        calcConnectFoce(subParticle, particle, _RADIAN270, _particleDistance);
                    }
                    if (particle.connect[4]){    // 右右パーティクルに対する処理
                        subParticle = _particleList[x+2][y];
                        calcConnectFoce(particle, subParticle, 0, _particleDistance*2);
                        calcConnectFoce(subParticle, particle, _RADIAN180, _particleDistance*2);
                    }
                    if (particle.connect[5]){    // 下下パーティクルに対する処理
                        subParticle = _particleList[x][y+2];
                        calcConnectFoce(particle, subParticle, _RADIAN90, _particleDistance*2);
                        calcConnectFoce(subParticle, particle, _RADIAN270, _particleDistance*2);
                    }
                    particle.ay += _GRAVITY;
                    if (_dragIdX == x && _dragIdY == y){    // マウスで引っ張る
                        var point:Point = pullForce(particle.x, particle.y, mouseX, mouseY, _MOUSE_PULL_RATE);
                        particle.ax += point.x;
                        particle.ay += point.y;
                        particle.vx *= _MOUSE_MOVE_FRICTION;
                        particle.vy *= _MOUSE_MOVE_FRICTION;
                    }
                }
            }
        }
        // 接続された2パーツの力を計算する
        private function calcConnectFoce(particle:Particle, targetParticle:Particle, connectAngle:Number, distance:Number):void{
            var toAngle:Number = ajustRadian(connectAngle + particle.radian);
            var toX:Number = particle.x + Math.cos(toAngle) * distance;
            var toY:Number = particle.y + Math.sin(toAngle) * distance;
            var ax:Number = (targetParticle.x - toX) * _VERTICAL_RATE;
            var ay:Number = (targetParticle.y - toY) * _VERTICAL_RATE;
            particle.ax += ax;
            particle.ay += ay;
            targetParticle.ax -= ax;
            targetParticle.ay -= ay;
        }
        // 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);
        }
        
        private function move():void{
            var x:int, y:int;
            for (x = 0; x < _w; x++){
                for (y = 0; y < _h; y++){
                    var particle:Particle = _particleList[x][y];
                    if (particle == null) continue;
                    
                    // 空気抵抗 TODO:速度に対しての処理で良いはず。
                    particle.ax += -_FRICTION * particle.vx;
                    particle.ay += -_FRICTION * particle.vy;
                    
                    // 速度、位置への反映
                    particle.vx += particle.ax;
                    particle.vy += particle.ay;
                    particle.x += particle.vx;
                    particle.y += particle.vy;
                    particle.ax = 0;
                    particle.ay = 0;    // 力をクリア
                    
                    // 壁チェック
                    if (0 < particle.vy && _GROUND_LINE < particle.y){
                        particle.y = _GROUND_LINE;
                        particle.vy *= -0.8;
                        if (particle.vy < -50) particle.vy = -50;
                        particle.vx *= _GROUND_FRICTION;
                    }
                    if (particle.vx < 0 && particle.x < _WALL_LEFT){
                        particle.x = _WALL_LEFT;
                        particle.vx = 0;
                        particle.vy *= _GROUND_FRICTION;
                    }else if (0 < particle.vx && _WALL_RIGHT < particle.x){
                        particle.x = _WALL_RIGHT;
                        particle.vx = 0;
                        particle.vy *= _GROUND_FRICTION;
                    }
                    
                    // ドラッグエリアを移動
                    var sprite:Sprite = _dragList[x][y];
                    sprite.x = particle.x;
                    sprite.y = particle.y;
                }
            }
        }
        
        private var _drawShape:Shape = new Shape();
        
        private function displayInit():void{
            var g:Graphics = _drawShape.graphics;
            g.clear();
            var matrix:Matrix = new Matrix();
            matrix.createGradientBox(STAGE_W, STAGE_H, Math.PI / 2, 0, 0);
            g.beginGradientFill(GradientType.LINEAR, [0xf8f8f8, 0xe8e8e8], [1, 1], [0, 255], matrix);
            g.drawRect(0, 0, STAGE_W, STAGE_H);
            _gradiationBitmap.draw(_drawShape);
            
            g.clear();
            g.beginGradientFill(GradientType.LINEAR, [0x000000, 0x000000], [0, 0.3], [125, 230], matrix);
            g.drawRect(0, 0, STAGE_W, STAGE_H);
            _reflectAlphaBitmap.draw(_drawShape);
        }
        private function draw():void{
            var g:Graphics = _drawShape.graphics;
            var particle:Particle;
            var a:Triangle;
            var b:Triangle;
            g.clear();
            var x:int, y:int;
            var n:int = 17;
            //g.lineStyle(1, 0x000000, 0.1);
            for (y = 0; y < _h-1; y++){
                for (x = 0; x < _w-1; x++){
                    if(!_dotMap.isDot(x, y)) continue;    // ドットが無いなら描画省略
                    a = new Triangle(new Point(x*n,y*n),
                                     new Point((x+1)*n,y*n),
                                     new Point(x*n,(y+1)*n));
                    b = new Triangle(_particleList[x][y].getPoint(),
                                     _particleList[x+1][y].getPoint(),
                                     _particleList[x][y+1].getPoint());
                    a.draw(g, bmd, b);

                    a = new Triangle(new Point((x+1)*n,y*n),
                                     new Point((x+1)*n,(y+1)*n),
                                     new Point(x*n,(y+1)*n));
                    b = new Triangle(_particleList[x+1][y].getPoint(),
                                     _particleList[x+1][y+1].getPoint(),
                                     _particleList[x][y+1].getPoint());
                    a.draw(g, bmd, b);
                }
            }
            
            _displayBitmap.copyPixels(_clearBitmap, _rect, _point);
            _displayBitmap.draw(_drawShape);
            
            
            _bgBitmap.copyPixels(_gradiationBitmap, _rect, _point);
            _bgBitmap.copyPixels(_displayBitmap, _rect, _refrectPoint, _reflectAlphaBitmap, _point, true);
        }
        
        
        // マウスイベント
        private function mouseDownEvent(x:int, y:int):Function{
            return function (event:Event):void{    startBornDrag(x, y);};
        }
        private function mouseUpEvent():Function{
            return function (event:Event):void{    endBornDrag();};
        }
        
        // ドラッグ
        private function startBornDrag(x:int, y:int):void{
            _dragIdX = x;
            _dragIdY = y;
        }
        private function endBornDrag():void{
            _dragIdX = -1;
            _dragIdY = -1;
        }
        
        private function debugInit():void{
            var x:int, y:int;
            for (x = 0; x < _w; x++){
                _debugDisplayList[x] = [];
                for (y = 0; y < _h; y++){
                    var sprite:Sprite = new Sprite();
                    var g:Graphics = sprite.graphics;
                    var radius:Number = 5;
                    g.lineStyle(0, 0xff0000, 1);
                    g.beginFill(0xff0000, 0.3);
                    g.drawCircle(0, 0, radius);
                    g.endFill();
                    g.moveTo(0, 0);
                    g.lineTo(radius*2, 0);
                    _debugDisplayList[x][y] = sprite;
                    _debugLayer.addChild(sprite);
                }
            }
        }
        
        private function debugDraw():void{
            var x:int, y:int;
            for (x = 0; x < _w; x++){
                for (y = 0; y < _h; y++){
                    var particle:Particle = _particleList[x][y];
                    if (particle == null) continue;
                    var sprite:Sprite = _debugDisplayList[x][y];
                    sprite.x = particle.x;
                    sprite.y = particle.y;
                    sprite.rotation = particle.radian * _TO_DEGREE;
                }
            }
        }
    }
}

class Particle
{
    public var x:Number = 0;    // 位置
    public var y:Number = 0;
    public var vx:Number = 0;    // 速度
    public var vy:Number = 0;
    public var ax:Number = 0;    // 加速度=力    TOTO:最後まで意味無かったら消す
    public var ay:Number = 0;
    
    public var radian:Number = 0;    // 向き
    public var vr:Number = 0;    // 向き速度
    
    public var color:uint = 0x000000;    // パーティクルの色。右下の枠の色
    public var connect:Array = [true, true, true, true];    // パーティクルの接続状態を毎回チェックしなくていいように、保持しておく

    public function getPoint():Point {
        return new Point(x, y);
    }
}
class DotMap    // ドットのカラー情報元
{
    public var w:uint = 16;
    public var h:uint = 16;
    
    public var pallet:Array = [];    // カラーパレット。ゼロ番は透過色予定:uint
    public var strPallet:Array = [];    // :String
    public var strMap:String = "";
    public var map:Array = [];    // ピクセルマップ:int
    
    function DotMap(){
        init();
        readMap();
    }
    protected function init():void{
        w = 16;    // 16くらいが妥当。あんまり多すぎると自重で潰れるし、重い
        h = 16;
        pallet = [0x000000, 0xDC2900, 0xFFA53B, 0x8B7300];    // 一応何色でも可能
        strPallet = ["_", "○", "□", "■"];
        
        strMap =
                "■■■■■■■■■■■■■■■■"+
                "■■■■■■■■■■■■■■■■"+
                "■■■■■■■■■■■■■■■■"+
                "■■■■■■■■■■■■■■■■"+
                "■■■■■■■■■■■■■■■■"+
                "■■■■■■■■■■■■■■■■"+
                "■■■■■■■■■■■■■■■■"+
                "■■■■■■■■■■■■■■■■"+
                "■■■■■■■■■■■■■■■■"+
                "■■■■■■■■■■■■■■■■"+
                "■■■■■■■■■■■■■■■■"+
                "■■■■■■■■■■■■■■■■"+
                "■■■■■■■■■■■■■■■■"+
                "■■■■■■■■■■■■■■■■"+
                "■■■■■■■■■■■■■■■■"+
                "■■■■■■■■■■■■■■■■";
                
    }
    private function readMap():void{
        for (var i:int; i<w*h; i++){
            map.push(strPallet.indexOf(strMap.substr(i, 1)));
        }
    }
    
    public function isDot(x:int, y:int):Boolean{
        if (x < 0 || y < 0 || w <= x || h <= y) return false;
        if (map[x + y*w] == 0) return false;
        return true;
    }
    public function getColor(x:int, y:int):uint{
        if (x < 0 || y < 0 || w <= x || h <= y) return 0;
        return pallet[map[x + y*w]];
    }
}
class MapPlane extends DotMap
{
    override protected function init():void{
        w = 16;
        h = 16;
        pallet = [0x000000, 0x0000ff, 0xc0c0c0, 0x808080, 0xffffff];
        strPallet = ["_", "b", "o", "x", "w"];
        strMap =
            "_______ow_______"+
            "______obbw______"+
            "______bwwb______"+
            "______owww______"+
            "______owww______"+
            "______owww______"+
            "_____oowwww_____"+
            "_wwwwoowwwwwwww_"+
            "wwwwoxowwwowwwww"+
            "ooooxxowwwoooooo"+
            "______owww______"+
            "______owww______"+
            "_____oowwww_____"+
            "____wxoxowow____"+
            "___ooxoxowooo___"+
            "______oxow______"+
            "";
    }
}
class MapSlime extends DotMap
{
    override protected function init():void{
        w = 16;
        h = 16;
        pallet = [0x000000, 0xffffff];
        strPallet = ["_", "w"];
        strMap =
            "________________"+
            "_______ww_______"+
            "_______ww_______"+
            "______wwww______"+
            "______wwww______"+
            "____wwwwwwww____"+
            "__wwwwwwwwwwww__"+
            "_wwwwwwwwwwwwww_"+
            "wwwwwwwwwwwwwwww"+
            "wwwwwwwwwwwwwwww"+
            "wwwwwwwwwwwwwwww"+
            "wwwwwwwwwwwwwwww"+
            "wwwwwwwwwwwwwwww"+
            "_wwwwwwwwwwwwww_"+
            "__wwwwwwwwwwww__"+
            "____wwwwwwww____"+
            "";
    }
}

import flash.geom.Point;
import flash.geom.Matrix;
import flash.display.Graphics;
import flash.display.BitmapData;

class Triangle {
    public var p0:Point;
    public var p1:Point;
    public var p2:Point;
    function Triangle(p0:Point, p1:Point, p2:Point) {
        this.p0 = p0;
        this.p1 = p1;
        this.p2 = p2;
    }
    public function matrix():Matrix {
        return new Matrix(
            p1.x - p0.x, p1.y - p0.y,
            p2.x - p0.x, p2.y - p0.y);
    }
    public function transformMatrix(b:Triangle):Matrix {
        var ma : Matrix = matrix();
        ma.invert();
        var mb : Matrix = b.matrix();
        var m : Matrix = new Matrix();
        m.translate(-p0.x, -p0.y);
        m.concat(ma);
        m.concat(mb);
        m.translate(b.p0.x, b.p0.y);
        return m;
    }
    public function draw(g:Graphics, bitmapData:BitmapData, b:Triangle):void {
        var m:Matrix = transformMatrix(b);
        g.beginBitmapFill(bitmapData, m);
        g.moveTo(b.p0.x, b.p0.y);
        g.lineTo(b.p1.x, b.p1.y);
        g.lineTo(b.p2.x, b.p2.y);
        g.lineTo(b.p0.x, b.p0.y);
        g.endFill();
    }
}