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forked from: forked from: Avoid Behavior Test

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intention: http://wonderfl.net/c/2KpC
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by aobyrne 04 May 2012
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/**
 * Copyright aobyrne ( http://wonderfl.net/user/aobyrne )
 * MIT License ( http://www.opensource.org/licenses/mit-license.php )
 * Downloaded from: http://wonderfl.net/c/q7tZ0
 */

// forked from mtok's Avoid Behavior Test
// forked from mtok's Seek Behavior Test
package  
{
    import flash.display.Bitmap;
    import flash.display.BitmapData;
    import flash.display.Graphics;
    import flash.display.Shape;
    import flash.display.Sprite;
    import flash.events.Event;
    import flash.display.StageScaleMode;
    import flash.filters.BlurFilter;
    import flash.geom.Point;
    import flash.geom.Rectangle;
    /**
     * ...
     * @author Motoki Matsumoto
     */
    public class AvoidBehaviorTest extends Sprite
    {
        private var target:Vehicle;
        private var _circles:Array;
        private var _numCircles:int = 20;
        private var seeker:Vehicle;
        private var shape:Shape;
        private var shape2:Shape;
        private var bitmapData:BitmapData;
        private var rr:Rectangle;
        private var pointOrigin:Point;
        private var blurFilter:BlurFilter;
        
        public function AvoidBehaviorTest () 
        {
            addEventListener(Event.ADDED_TO_STAGE, addedToStageHandler);
        }
        
        private function addedToStageHandler(e:Event):void 
        {
            removeEventListener(Event.ADDED_TO_STAGE, addedToStageHandler);
            stage.scaleMode = StageScaleMode.NO_SCALE;
            init();
        }
        private function init():void {
            var boundarySize:Number = 465;
            //stage.align = StageAlign.;
            stage.scaleMode = StageScaleMode.NO_SCALE;
            
            target = new Vehicle();
            target.position = new Vector2D(boundarySize * 0.5, boundarySize * 0.5);
            target.edgeBehavior = Vehicle.WRAP;
            target.visible = false;
            seeker = new Vehicle;
            seeker.position= new Vector2D(target.position.x - 50 + 100 * Math.random(), target.position.y - 50 + 100 * Math.random());
            seeker.edgeBehavior = Vehicle.BOUNCE;
            addChild(target);
            addChild(seeker);
            seeker.visible = false;
            shape = new Shape;
            var g:Graphics = shape.graphics;
            g.beginFill(0xff);
            g.drawCircle(0, 0, 4);
            shape.x = target.x;
            shape.y = target.y;
            addChild(shape);
            shape2 = new Shape;
            var g2:Graphics = shape2.graphics;
            g2.beginFill(0xff00);
            g2.drawCircle(0, 0, 4);
            shape2.x = seeker.x;
            shape2.y = seeker.y;
            addChild(shape2);
            bitmapData = new BitmapData(boundarySize, boundarySize, true, 0x00ffffff);
            rr = bitmapData.rect;
            pointOrigin = new Point;
            blurFilter = new BlurFilter(1.05, 1.05);
            addChild(new Bitmap(bitmapData));
            var isBoundaryVisible:Boolean = true;
            var c:Circle;
            _circles = [];
            var cSize:Number=30;
            _numCircles = Math.floor(boundarySize / (cSize * 2))+2;
            var number:Number = _numCircles * cSize * 2;
            var gap:Number = boundarySize-number;
            trace( "gap : " + gap );
            var number2:Number = cSize * 4;
            trace( "number2 : " + number2 );
            trace( "number : " + number );
            var position:Number=-2*cSize;
            for (var i:int = 0; i < _numCircles; i++) {
                c = new Circle(cSize,0xff);
                c.x = -cSize;
                position+=2*cSize+2;
                c.y = position;
                addChild(c);
                c.visible=isBoundaryVisible;
                _circles.push(c);
            }
            position=-2*cSize;
            for ( i= 0; i < _numCircles; i++) {
                c = new Circle(cSize);
                c.x = boundarySize+cSize+1;
                position+=2*cSize+2;
                c.y = position;
                addChild(c);
                c.visible=isBoundaryVisible;
                _circles.push(c);
            }
            position=-2*cSize;
            for ( i= 0; i < _numCircles; i++) {
                c = new Circle(cSize);
                c.y = boundarySize+cSize+1;
                position+=2*cSize+2;
                c.x = position;
                addChild(c);
                c.visible=isBoundaryVisible;
                _circles.push(c);
            }
            position=-2*cSize;
            for ( i= 0; i < _numCircles; i++) {
                c = new Circle(cSize);
                c.y = -cSize;
                position+=2*cSize+2;
                c.x = position;
                addChild(c);
                c.visible=isBoundaryVisible;
                _circles.push(c);
            }
            
            addEventListener(Event.ENTER_FRAME, enterFrameHandler);
        }
        
        private function enterFrameHandler(e:Event):void 
        {
            target.wander();
            target.avoid(_circles);
            seeker.seek(target.position);
            target.update();
            seeker.update();
            shape.x = target.x;
            shape.y = target.y;
            shape2.x = seeker.x;
            shape2.y = seeker.y;
            bitmapData.draw(this);
            bitmapData.applyFilter(bitmapData, rr, pointOrigin, blurFilter);
        }
    }
}

import flash.display.Graphics;
class Vector2D {
    private var _x:Number;
    private var _y:Number;
    public function Vector2D(x:Number = 0, y:Number = 0) {
        _x = x;
        _y = y;
    }
    
    /**
     * draw 
     */
    public function draw(graphics:Graphics, color:uint):void {
        graphics.lineStyle(0, color);
        graphics.moveTo(0, 0);
        graphics.lineTo(_x, _y);
    }
    public function get x():Number { return _x; }
    public function set x(value:Number):void 
    {
        _x = value;
    }
    
    public function get y():Number { return _y; }
    public function set y(value:Number):void 
    {
        _y = value;
    }
    
    /**
     * 複製する
     * @return
     */
    public function clone():Vector2D {
        return new Vector2D(_x, _y);
    }
    /**
     * ベクトルをゼロに
     * @return
     */
    public function zero():Vector2D {
        _x = _y = 0;
        return this;
    }
    
    /**
     * ベクトルがゼロか?
     * @return
     */
    public function isZero():Boolean {
        return _x == 0 && _y == 0;
    }
    
    /**
     * ベクトルの大きさを指定したサイズに
     */
    public function set length(value:Number):void {
        var a:Number = angle;
        _x = Math.cos(a) * value;
        _y = Math.sin(a) * value;
    }
    
    /**
     * ベクトルの長さ
     */
    public function get length():Number {
        return Math.sqrt(lengthSQ);
    }
    
    /**
     * ベクトルの長さの2乗
     */
    public function get lengthSQ():Number {
        return _x * _x + _y * _y;
    }
    
    public function get angle():Number {
        return  Math.atan2(_y, _x);
    }
    
    public function set angle(value:Number):void 
    {
        var len:Number = length;
        _x = Math.cos(value) * len;
        _y = Math.sin(value) * len;
    }
    
    
    /**
     * ベクトルを正規化する
     * ベクトルが0の場合、結果を(1,0)とする
     * @return
     */
    public function normalize():Vector2D {
        if (length == 0) {
            _x = 1;
        }else {
            var len:Number = length;        
            _x /= len;
            _y /= len;
            
        }
        return this;
    }
    /**
     * ベクトルの大きさをmaxまでにカットする。
     * @param    max
     * @return
     */
    public function truncate(max:Number):Vector2D {
        var len:Number = length;
        if (len > max) {
            length = max;
        }
        return this;
    }
    /**
     * ベクトルの向きを逆に
     * @return
     */
    public function reverse():Vector2D {
        _x = -_x;
        _y = -_y;
        return this;
    }
    /**
     * ベクトルが正規化されているか?
     * @return
     */
    public function isNormalized():Boolean {
        return length == 1.0;
    }
    
    /**
     * ベクトル Vとの内積を求める
     * @param    v
     * @return
     */
    public function dotProduct(v:Vector2D):Number {
        return _x * v._x + _y * v._y;
    }
    
    /**
     * 内積からベクトルのなす角を求める -PI/2 ~ PI/2
     * @param    v1
     * @param    v2
     * @return
     */
    public static function angleBetween(v1:Vector2D, v2:Vector2D):Number {
        if (!v1.isNormalized()) v1 = v1.clone().normalize();
        if (!v2.isNormalized()) v2 = v2.clone().normalize();
        
        return Math.acos(v1.dotProduct(v2));
    }
    /**
     * ベクトルvが右にあるか左にあるか、
     * @param    v
     * @return
     */
    public function sign(v:Vector2D):int {
        return this.perp.dotProduct(v) < 0 ? -1 : 1;
    }
    
    /**
     * 直交するベクトル
     */
    public function get perp():Vector2D {
        return new Vector2D( -y, x);
    }
    
    public function distance(v:Vector2D):Number {
        return Math.sqrt(distanceSQ(v));
    }
    public function distanceSQ(v:Vector2D):Number {
        var dx:Number = v._x - _x;
        var dy:Number = v._y - _y;
        return dx * dx + dy * dy;
    }
    
    public function add(v:Vector2D):Vector2D {
        return new Vector2D(_x + v._x, _y + v._y);
    }
    public function subtract(v:Vector2D):Vector2D {
        return new Vector2D(_x - v._x, _y - v._y);
    }
    
    public function multiply(value:Number):Vector2D {
        return new Vector2D(_x * value, _y * value);
    }
    
    public function divide(value:Number):Vector2D{
        if (value == 0) {}//後で考える
        return new Vector2D(_x / value, _y / value);
    }
    
    public function equals(v:Vector2D):Boolean {
        return _x == v._x && _y == v._y;
    }
    
    public function toString():String {
        return "[Vector2D( x:" + _x + ", y:" + _y + ", )]";
    }
}

import flash.display.Sprite;
import flash.display.Graphics;
class Vehicle extends Sprite {
    protected var _mass:Number = 1.0;
    protected var _maxSpeed:Number = 10;
    protected var _position:Vector2D;
    protected var _velocity:Vector2D;
    
    private var _edgeBehavior:Function;
    
    public static const WRAP:String = "wrap";
    public static const BOUNCE:String = "bounce";
    
    private var _maxForce:Number = 1;
    private var _steeringForce:Vector2D;
    private var _arrivalThreshold:Number = 100;

    private var _wanderAngle:Number = 0;
    private var _wanderDistance:Number = 3;
    private var _wanderRadius:Number = 30;
    private var _wanderRange:Number = 15;
    private var _avoidDistance:Number = 100;
    private var _avoidBuffer:Number = 10;

    public function Vehicle() {
        _steeringForce = new Vector2D();

        _position = new Vector2D();
        _velocity = new Vector2D();
        _edgeBehavior = wrap;
        draw();
        tabChildren = false;
    }
    
    protected function draw():void
    {
        var g:Graphics = graphics;
        g.clear();
        g.lineStyle(0);
        g.moveTo(10, 0);
        g.lineTo( -10, 5);
        g.lineTo( -10, -5);
        g.lineTo(10, 0);
    }
    public function update():void {
        _steeringForce.truncate(maxForce);
        _steeringForce = _steeringForce.divide(_mass);
        _velocity = _velocity.add(_steeringForce);
        
        _velocity.truncate(_maxSpeed);
        
        _steeringForce.x = _steeringForce.y = 0;
        _position = _position.add(_velocity);
        
        _edgeBehavior();
        x = position.x;
        y = position.y;
        
        rotation = _velocity.angle * 180 / Math.PI;
    }
    /**
     * 跳ね返る
     */
    private function bounce():void {
        if (stage != null) {
            var w:Number = stage.stageWidth;
            var h:Number = stage.stageHeight;
            
            if (position.x > w) {
                position.x = w;
                _velocity.x *= -1;
            }else if(position.x < 0){
                position.x = 0;
                _velocity.x *= -1;
            }
            
            if (position.y > h) {
                position.y = h;
                _velocity.y *= -1;
            }else if (position.y < 0) {
                position.y = 0
                _velocity.y *= -1;
            }
        }
    }
    /**
     * 反対側に移動する。
     */
    private function wrap():void {
        if (stage != null) {
            var w:Number = stage.stageWidth;
            var h:Number = stage.stageHeight;
            
            if (position.x > w) position.x = 0;
            if (position.x < 0) position.x = w;
            if ( position.y > h) position.y = 0;
            if ( position.y < 0) position.y = h;
            
        }
    }
    public function get edgeBehavior():String{
        if ( _edgeBehavior == bounce) return Vehicle.BOUNCE;
        if (_edgeBehavior == wrap) return Vehicle.WRAP;
        return "";
    }
    public function set edgeBehavior(value:String):void{
        switch(value) {
        case Vehicle.BOUNCE:
            _edgeBehavior = bounce;
            break;
        case Vehicle.WRAP:
        default:
            _edgeBehavior = wrap;
            break;
        }        
    }
    public function get mass():Number { return _mass; }
    public function set mass(value:Number):void 
    {
        _mass = value;
    }
    
    public function get maxSpeed():Number { return _maxSpeed; }
    public function set maxSpeed(value:Number):void 
    {
        _maxSpeed = value;
    }
    
    public function get position():Vector2D { return _position; }
    public function set position(value:Vector2D):void 
    {
        _position = value;
        x = _position.x;
        y = _position.y;
    }
    
    public function get velocity():Vector2D { return _velocity; }
    public function set velocity(value:Vector2D):void 
    {
        _velocity = value;
    }
    
    override public function set x(value:Number):void 
    {
        super.x = value;
        _position.x = value;
    }
    
    override public function set y(value:Number):void 
    {
        super.y = value;
        _position.y = value;
    }
    
    public function get maxForce():Number { return _maxForce; }
    
    public function set maxForce(value:Number):void 
    {
        _maxForce = value;
    }
    
    /**
     * Seek behavior
     * @param    target
     */
    public function seek(target:Vector2D):void {
        var desiredVelocity:Vector2D = target.subtract(_position);
        desiredVelocity.normalize();
        desiredVelocity = desiredVelocity.multiply(_maxSpeed);
        var force:Vector2D = desiredVelocity.subtract(_velocity);
        
        _steeringForce = _steeringForce.add(force);
    }
    
    public function flee(target:Vector2D):void {
        var desiredVelocity:Vector2D = target.subtract(_position);
        desiredVelocity.normalize();
        desiredVelocity = desiredVelocity.multiply(_maxSpeed);
        var force:Vector2D = desiredVelocity.subtract(_velocity);
        
        _steeringForce = _steeringForce.subtract(force);        
    }
    public function arrive(target:Vector2D):void {
        var desiredVelocity:Vector2D = target.subtract(_position);
        desiredVelocity.normalize();
        
        
        var dist:Number = _position.distance(target);
        if (dist > _arrivalThreshold) {
            desiredVelocity = desiredVelocity.multiply(_maxSpeed);
        }else {
            //_arrivalThresholdまで近づいたらスピードダウン
            desiredVelocity = desiredVelocity.multiply(_maxSpeed * dist / _arrivalThreshold);
        }
        var force:Vector2D = desiredVelocity.subtract(_velocity);
        _steeringForce = _steeringForce.add(force);
    }
    
    public function pursue(target:Vehicle):void {
        //現在位置からターゲットまでかかる時間
        var lookAheadTime:Number = position.distance(target.position) / _maxSpeed;
        
        var predictedTarget:Vector2D = target.position.add(target.velocity.multiply(lookAheadTime));
        seek(predictedTarget);
    }
    
    public function evade(target:Vehicle):void {
        //現在位置からターゲットまでかかる時間
        var lookAheadTime:Number = position.distance(target.position) / _maxSpeed;
        
        var predictedTarget:Vector2D = target.position.subtract(target.velocity.multiply(lookAheadTime));
        flee(predictedTarget);
    }
    public function wander():void {
        //進行方向から_wanderDistance進んだ位置をcenter
        var center:Vector2D = velocity.clone().normalize().multiply(_wanderDistance);
        
        //centerからのずれ
        var offset:Vector2D = new Vector2D(0,0);
        offset.length = _wanderRadius;
        offset.angle = _wanderAngle;
        _wanderAngle += Math.random() * _wanderRange - _wanderRange * 0.5;
        
        var force:Vector2D = center.add(offset);
        _steeringForce = _steeringForce.add(force);
    }
    
    public function avoid(circles:Array):void {
        var i:int;
        var len:int = circles.length;
        var c:Circle;
        var heading:Vector2D;
        var feeler:Vector2D;
        var projection:Vector2D;
        var dist:Number;
        var force:Vector2D;
        
        for (i = 0; i < len; i++) {
            heading = _velocity.clone().normalize();
            c = circles[i] as Circle;
            
            var difference:Vector2D = c.position.subtract(_position);
            var dotProd:Number = difference.dotProduct(heading);
            
            //進行方向前方にCircleがあるか?
            if (dotProd > 0) {
                feeler = heading.multiply(_avoidDistance);
                projection = heading.multiply(dotProd);
                dist = projection.subtract(difference).length;
                
                //衝突するか?
                if (dist < c.radius + _avoidBuffer && projection.length < feeler.length) {
                    force = heading.multiply(_maxSpeed);
                    force.angle += difference.sign(_velocity) * Math.PI / 2;
                    
                    force = force.multiply(1.0 - projection.length / feeler.length);
                    
                    _steeringForce  = _steeringForce.add(force);
                    
                    //スピードを落とす
                    _velocity = _velocity.multiply(projection.length / feeler.length);
                }
                
            }
        }
    }
}

class Circle extends Sprite {
    private var _radius:Number;
    private var _color:uint;
    public function Circle(radius:Number, color:uint = 0x000000) {
        _radius = radius;
        _color = color;
        graphics.lineStyle(0, _color);
        graphics.drawCircle(0, 0, _radius);
        tabChildren=false;
    }
    
    public function get radius():Number { return _radius; }
    public function set radius(value:Number):void 
    {
        _radius = value;
    }
    public function get position():Vector2D {
        return new Vector2D(x, y);
    }
}