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

forked from: forked from: Yawaraka Balls

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

// forked from HaraMakoto's forked from: Yawaraka Balls
// forked from k0rin's Yawaraka Balls
package {
    import flash.display.*;
    
    [SWF(width = "465", height = "465", frameRate = "60")]
    public class Main extends Sprite {
        public function Main() {
            main = this;
            initialize();
        }
    }
}

import flash.display.*;
import flash.events.*;
import flash.filters.*;
import flash.geom.*;
import flash.text.*;

var main:Main;
var floor:Sprite = new Sprite();
var space:Sprite = new Sprite();

const SCREEN_W:int = 465;
const SCREEN_H:int = 465;

const FLOOR_Y:Number = 400;

class Ball {
    private var radius:Number;
    
    private var x:Number;
    private var y:Number;
    private var vx:Number;
    private var vy:Number;
    
    // contact offset point for deformation
    private var cx:Number = 0;
    private var cy:Number = 0;
    private var priority:int = 0;
    
    private var body:Shape;
    private var shadow:Shape;
    
    private var shadowFilter:BlurFilter = new BlurFilter();

    private static var matrix:Matrix = new Matrix();
    
    function Ball(radius:Number, color:uint) {
        this.radius = radius;
        
        x = random(radius, SCREEN_W - radius);
        y = random(50, FLOOR_Y - radius);
        vx = random( -1.5, 1.5);
        vy = random( 0, 1.5);
        
        body = new Shape();
        var g:Graphics = body.graphics;
        
        matrix.createGradientBox(radius * 2, radius * 2, 0, -radius, -radius);
        g.beginGradientFill(GradientType.RADIAL, 
            [color, color, color], [0.9, 0.8, 0.4], [0, 240, 255], matrix);
        g.drawCircle(0, 0, radius);
        g.endFill();
        
        shadow = new Shape();
        g = shadow.graphics;
        g.beginFill(0x000050);
        g.drawCircle(0, 0, radius);
        g.endFill();
        
        floor.addChild(shadow);
        space.addChild(body);
    }
    
    // 接触点の絶対座標を指定
    public function contact(contactX:Number, contactY:Number, priority:int, force:Number):void {
        var tx:Number = contactX - x;
        var ty:Number = contactY - y;
        
        var angle:Number = Math.atan2(ty, tx);
        var length:Number = Math.sqrt(tx * tx + ty * ty);
        
        vx -= (1 - length / radius) * force * Math.cos(angle);
        vy -= (1 - length / radius) * force * Math.sin(angle);
        
        // 変形のための接触点は1つしか使用できない。床を優先させる。
        if (this.priority < priority) {
            this.priority = priority;
            cx = tx;
            cy = ty;
        }
    }
    
    public function update():void {
        cx = 0;
        cy = 0;
        priority = 0;
        
        x += vx;
        y += vy;
        
        if (x - radius < 0) {
            contact(0, y, 1, 0.125);
                        //x = SCREEN_W+radius;
        }
        if (x + radius > SCREEN_W) {
            contact(SCREEN_W, y, 1, 0.125);
                        //x = radius-10;
        }
        if (y + radius > FLOOR_Y) {
            contact(x, FLOOR_Y, 3, 0.125);
        } else {
            vy += 0.005;
        }
        
        // すごい勢いで壁にぶつかったときは即座に反射
        //if (x < 0 || x > SCREEN_W) { vx = -vx; }
        //if (y > FLOOR_Y) { vy = -vy; }
        
        // 画面外のボールをこっそり減速して、全体の動きを永続化
        if (y < -radius) {
            vx *= 0.9996;
            vy *= 0.9996;
        }
    }
    
    public function hitTest(ball:Ball):void {
        var dx:Number = ball.x - x;
        var dy:Number = ball.y - y;
        var distanceSquared:Number = dx * dx + dy * dy;
        var contactDistance:Number = radius + ball.radius;
        if (distanceSquared < contactDistance * contactDistance) {
            var tx:Number = linearTransform(radius, 0, contactDistance, x, ball.x);
            var ty:Number = linearTransform(radius, 0, contactDistance, y, ball.y);
            contact(tx, ty, 2, 0.2);
            ball.contact(tx, ty, 2, 0.2);
        }
    }
    
    public function render():void {
        matrix.identity();
        if (priority > 0) {
            var angle:Number = Math.atan2(cy, cx);
            var length:Number = Math.sqrt(cx * cx + cy * cy);
            
            //matrix.scale(length / radius, 1 + (1 - length / radius)); // 縦方向は適当
            //matrix.rotate(angle);
        }
        matrix.translate(x, y);
        body.transform.matrix = matrix;
        
        var height:Number = FLOOR_Y - (y + radius);
        shadow.x = x;
        shadow.y = FLOOR_Y + height * 0.3;
        shadow.alpha = linearTransform(height, 0, 300, 0.3, 0);
        
        var scale:Number = 1.2 + height * 0.005;
        shadow.width = body.width * scale ;
        shadow.height = body.height * scale * 0.2;
        
        var blur:Number = linearTransform(height, 0, 200, 3, 25);
        shadowFilter.blurX = blur;
        shadowFilter.blurY = blur / 3;
        shadow.filters = [ shadowFilter ];
    }
}

var balls:Vector.<Ball> = new Vector.<Ball>();

function initialize():void {
    balls.push(new Ball(60, 0x000000));
    balls.push(new Ball(45, 0x4040FF));
    balls.push(new Ball(30, 0x20C040));
    balls.push(new Ball(30, 0xA0A0B0));
    balls.push(new Ball(20, 0xC08080));
    balls.push(new Ball(20, 0x706050));
    balls.push(new Ball(20, 0xF0A090));
    
    var background:Shape = new Shape();
    var g:Graphics = background.graphics;
    var matrix:Matrix = new Matrix();
    matrix.createGradientBox(SCREEN_W, SCREEN_H, Math.PI / 2);
    g.beginGradientFill(GradientType.LINEAR, 
        [0xFFFFF8, 0xE0E0E0, 0xD0D0D0, 0xF8F8F0, 0xFFFFF8], null, [0, 150, 168, 170, 255], matrix);
    g.drawRect(0, 0, SCREEN_W, SCREEN_H);
    g.endFill();
    main.addChild(background);
    
    main.addChild(floor);
    main.addChild(space);
    
    main.addEventListener(Event.ENTER_FRAME, enterFrameHandler);
}

function enterFrameHandler(event:Event):void {
    for (var i:int = 0; i < 4; i++) {
        for each (var ball:Ball in balls) {
            ball.update();
        }
        
        for (var n:int = 0; n < balls.length; n++) {
            for (var m:int = n + 1; m < balls.length; m++) {
                balls[n].hitTest(balls[m]);
            }
        }
    }
    
    for each (ball in balls) {
        ball.render();
    }
}

function random(min:Number, max:Number):Number {
    return min + Math.random() * (max - min);
}

function linearTransform(n:Number, s0:Number, s1:Number, d0:Number, d1:Number):Number {
    return (d0 + (n - s0) * (d1 - d0) / (s1 - s0));
}