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

forked from: Wonderwall のパチモン (correct perspective)

Wonderwall のパチモン
@author YOSHIDA, Akio (Aquioux)
/**
 * Copyright fatlinesofcode ( http://wonderfl.net/user/fatlinesofcode )
 * MIT License ( http://www.opensource.org/licenses/mit-license.php )
 * Downloaded from: http://wonderfl.net/c/sFsW
 */

// forked from makc3d's Wonderwall のパチモン (correct perspective)
package {
    import flash.display.Bitmap;
    import flash.display.BitmapData;
    import flash.display.Loader;
    import flash.display.Sprite;
    import flash.events.Event;
    import flash.net.URLRequest;
    import flash.system.LoaderContext;
    [SWF(width = "465", height = "465", frameRate = "60", backgroundColor = "#000000")]
    /**
     * Wonderwall のパチモン
     * @author YOSHIDA, Akio (Aquioux)
     */
    public class Main extends Sprite {
        private const DISTANCE_OF_REACTION:int = 125;    // マウスに反応する距離
        private const SPRING:Number   = 0.01;            // バネ係数
        private const FRICTION:Number = 0.9;            // 摩擦係数

        private const NUM_OF_ROW:int = 3;    // 横方向の数
        private const NUM_OF_COL:int = 3;    // 縦方向の数
        private const IMAGE_WIDTH:int  = 100;
        private const IMAGE_HEIGHT:int = 100;
        
        private var imageUrls:Vector.<String> = Vector.<String>([
            "http://assets.wonderfl.net/images/related_images/5/59/59ce/59ce4dc0471ca9405ef2d0ed2dc1cea5e70c91c1",
            "http://assets.wonderfl.net/images/related_images/7/71/716a/716a033cf4afbec77f72d124e1903b1ff05cbbda",
            "http://assets.wonderfl.net/images/related_images/8/87/871a/871a53382ac812425d86de3888971e86fb3b956b",
            "http://assets.wonderfl.net/images/related_images/7/74/74f2/74f2c57ef48e0d2b88be0bb3999ad15c110bcaf2",
            "http://assets.wonderfl.net/images/related_images/c/c5/c5ef/c5efc60973f19249b625ca1b0672b2b359d63eee",
            "http://assets.wonderfl.net/images/related_images/b/b4/b43b/b43bf737d1fe33d1c083c8e9e04f97467751df96",
            "http://assets.wonderfl.net/images/related_images/3/3d/3dcd/3dcd1527c2f968c5b4e39471303b690d28e28687",
            "http://assets.wonderfl.net/images/related_images/7/76/765f/765f0fef8e179cb6d384b85e972879be8e003f69",
            "http://assets.wonderfl.net/images/related_images/e/ee/ee94/ee94f456247434eee366c2c6a6362b8a7db03f8e"
        ]);
        private var images:Vector.<BitmapData> = new Vector.<BitmapData>(9, true);
        private var cnt:uint = 0;
        private const NUM_OF_IMAGE:uint = NUM_OF_ROW * NUM_OF_COL;
        

        public function Main() {
            imageLoad();
        }
        
        private function imageLoad():void {
            var loader:Loader = new Loader();
            loader.contentLoaderInfo.addEventListener(Event.COMPLETE, completeHandler);
            var url:String = imageUrls[cnt];
            loader.load(new URLRequest(url), new LoaderContext(true));
        }
        private function completeHandler(event:Event):void {
            var loader:Loader = event.target.loader;
            loader.contentLoaderInfo.removeEventListener(Event.COMPLETE, completeHandler);
            images[cnt] = Bitmap(loader.content).bitmapData;
            cnt++;
            cnt >= NUM_OF_IMAGE ? next() : imageLoad();
        }
            
        private function next():void {
            // Coordinate 初期化
            Coordinate.spring   = SPRING;
            Coordinate.friction = FRICTION;
            Coordinate.distanceOfReaction = DISTANCE_OF_REACTION;
        
            // データ生成
            var dataFactory:DataFactory = new DataFactory();
            dataFactory.numOfCol = NUM_OF_COL;
            dataFactory.numOfRow = NUM_OF_ROW;
            dataFactory.cellWidth  = IMAGE_WIDTH;
            dataFactory.cellHeight = IMAGE_HEIGHT;
            dataFactory.stageWidth  = stage.stageWidth;
            dataFactory.stageHeight = stage.stageHeight;
            dataFactory.start();
            
            // Model 生成
            var model:Model = new Model();
            model.coordinates = dataFactory.coordinates;

            // View 生成
            var viewLayer:Sprite = new Sprite();
            addChild(viewLayer);
            var n:uint = NUM_OF_ROW * NUM_OF_COL;
            for (var i:int = 0; i < n; i++) {
                var view:View = new View(model);
                view.bitmapData = images[i];
                view.setBounds(i, dataFactory.bounds);
                view.setup();
                viewLayer.addChild(view);
            }

            // Controller 生成
            var controller:Controller = new Controller(model);
        }
    }
}


    import flash.geom.Point;
    /**
     * データ生成クラス
     * @author YOSHIDA, Akio (Aquioux)
     */
    class DataFactory {
        // 外部へ出力するデータ
        public function get coordinates():Vector.<Coordinate> { return _coordinates; }
        private var _coordinates:Vector.<Coordinate>;    // すべての頂点(for Model)
        
        public function get bounds():Vector.<int> { return _bounds; }
        private var _bounds:Vector.<int>;                // セルの四隅の頂点の組み合わせ(for View)

        
        // 外部から入力するデータ
        public function set numOfRow(value:int):void { _numOfRow = value; }
        private var _numOfRow:uint;        // 横方向のセル数
        public function set numOfCol(value:int):void { _numOfCol = value; }
        private var _numOfCol:uint;        // 縦方向のセル数
        public function set cellWidth(value:Number):void { _cellWidth = value; }
        private var _cellWidth:Number;    // セル幅
        public function set cellHeight(value:Number):void { _cellHeight = value; }
        private var _cellHeight:Number;    // セル高
        
        public function set stageWidth(value:Number):void { _stageWidth = value; }
        private var _stageWidth:Number;        // ステージ幅
        public function set stageHeight(value:Number):void { _stageHeight = value; }
        private var _stageHeight:Number;    // ステージ高
        
        
        // 内部だけで使用するデータ
        private var offsetX:Number;    // X座標オフセット値
        private var offsetY:Number;    // Y座標オフセット値
        

        public function DataFactory() {}
        
        // 出力データ作成開始
        // このメソッドは入力データをすべて設定してから実行すること
        public function start():void {
            var totalWidth:int  = _numOfRow * _cellWidth;
            var totalHeight:int = _numOfCol * _cellHeight;
            var offsetX:Number = (_stageWidth - totalWidth) / 2;
            var offsetY:Number = (_stageHeight - totalHeight) / 2;
            
            // 全頂点
            // 左上端からZ順に各頂点を Coordinete クラスで設定し、その Coordinate インスタンスを Vector に格納
            _coordinates = new Vector.<Coordinate>();
            for (var i:int = 0; i < _numOfCol + 1; i++) {
                for (var j:int = 0; j < _numOfRow + 1; j++) {
                    var posX:Number = j * _cellWidth  + offsetX + Math.random() * 30 - 15;
                    var posY:Number = i * _cellHeight + offsetY + Math.random() * 30 - 15;
                    var coordinate:Coordinate = new Coordinate(posX, posY);
                    _coordinates.push(coordinate);
                }
            }
            _coordinates.fixed = true;
            
            // セルの四隅の頂点の組み合わせ
            // 各セルの四隅(左上から時計回り)が全頂点のうちそれぞれ何番目になるのかを、Vector に格納(dtawTriangle の indices と似ている)
            _bounds = new Vector.<int>();
            var cnt:uint = 0;
            for (i = 0; i < _numOfCol; i++) {
                for (j = 0; j < _numOfRow; j++) {
                    var leftTop:uint     =  i      * (_numOfRow + 1) + j;
                    var rightTop:uint    =  i      * (_numOfRow + 1) + j + 1;
                    var leftBottom:uint  = (i + 1) * (_numOfRow + 1) + j;
                    var rightBottom:uint = (i + 1) * (_numOfRow + 1) + j + 1;
                    _bounds[cnt++] = leftTop;
                    _bounds[cnt++] = rightTop;
                    _bounds[cnt++] = rightBottom;
                    _bounds[cnt++] = leftBottom;
                }
            }
            _bounds.fixed = true;
        }
    }


    import flash.geom.Point;
    /**
     * 頂点生成クラス
     * @author YOSHIDA, Akio (Aquioux)
     */
    class Coordinate {
        // 外部から入力するデータ
        // 静的変数
        // バネ係数
        static public function set spring(value:Number):void { _spring = value; }
        static private var _spring:Number = 0.01;
        // 抵抗
        static public function set friction(value:Number):void { _friction = value; }
        static private var _friction:Number = 0.9;
        // 反応距離
        static public function set distanceOfReaction(value:Number):void { _distanceOfReaction = value; }
        static private var _distanceOfReaction:Number = 100;

        // 外部へ出力するデータ
        // 現在座標
        public function get x():Number { return _x; }
        private var _x:Number;
        public function get y():Number { return _y; }
        private var _y:Number;

        
        // 内部だけで使用するデータ
        // 既定座標
        private var localX:Number;
        private var localY:Number;
        // 速度
        private var vx:Number = 0.0;
        private var vy:Number = 0.0;
    

        public function Coordinate(valueX:Number, valueY:Number) {
            _x = localX = valueX;
            _y = localY = valueY;
        }
    
        public function update(mousePoint:Point):void {
            // マウスの位置と自分との距離を求める
            var distance:Number = Point.distance(mousePoint, new Point(localX, localY));
        
            // 到達値
            var dx:Number;
            var dy:Number;
            // 到達値の計算
            if (distance < _distanceOfReaction) {
                var diff:Number     = -distance * (_distanceOfReaction - distance) / _distanceOfReaction;
                var radian:Number   = Math.atan2(mousePoint.y - localY, mousePoint.x - localX);
                var diffPoint:Point = Point.polar(diff*2, radian);
                dx = localX + diffPoint.x;
                dy = localY + diffPoint.y;
            } else{    // 位置を元に戻す
                dx = localX;
                dy = localY;
            }
        
            vx += (dx - _x) * _spring;
            vy += (dy - _y) * _spring;
            vx *= _friction;
            vy *= _friction;
            _x += vx;
            _y += vy;
        }
    }


    import flash.events.Event;
    import flash.events.EventDispatcher;
    import flash.geom.Point;
    /**
     * Model クラス
     * @author YOSHIDA, Akio (Aquioux)
     */
    class Model extends EventDispatcher {
        // 外部へ出力するデータ
        // 全頂点のXY座標値
        public function get vertices():Vector.<Number> { return _vertices; }
        private var _vertices:Vector.<Number>;

        // 外部から入力するデータ
        // 全頂点データ
        public function set coordinates(value:Vector.<Coordinate>):void {
            _coordinates = value;
            _vertices = new Vector.<Number>(_coordinates.length * 2, true);
        }
        private var _coordinates:Vector.<Coordinate>;
        
        
        public function Model() {}

        public function update(mousePoint:Point):void {
            var n:uint = _coordinates.length;
            for (var i:int = 0; i < n; i++) {
                var c:Coordinate = _coordinates[i];
                c.update(mousePoint);
                _vertices[i * 2]     = c.x;
                _vertices[i * 2 + 1] = c.y;
            }
            dispatchEvent(new Event(Event.CHANGE));
        }
    }


    import flash.display.Bitmap;
    import flash.display.BitmapData;
    import flash.display.GraphicsBitmapFill;
    import flash.display.GraphicsEndFill;
    import flash.display.GraphicsTrianglePath;
    import flash.display.IGraphicsData;
    import flash.display.Sprite;
    import flash.events.Event;
    import flash.events.MouseEvent;
    import flash.geom.ColorTransform;
    import flash.geom.Point;
    /**
     * ...
     * @author YOSHIDA, Akio (Aquioux)
     */
    class View extends Sprite {
        // 外部から入力するデータ
        // 四隅の頂点の、全頂点中の順番
        public function setBounds(idx:uint, value:Vector.<int>):void {
            idx *= 4;
            _bounds = value.slice(idx, idx + 4);
        }
        private var _bounds:Vector.<int>;
        
        // スキンとなる BitmapData
        public function set bitmapData(value:BitmapData):void { _bitmapData = value; }
        private var _bitmapData:BitmapData;

        private var model:Model;

        
        // 内部だけで使用するデータ
        // for drawTriangles
        private var graphicsData:Vector.<IGraphicsData>;
        private var path:GraphicsTrianglePath;
        private var vertices:Vector.<Number>;
        private var indices:Vector.<int>;
        private var uvtData:Vector.<Number>;
        
        static private var topIndex:uint = 0;
        
        private var isVisited:Boolean = false;
        private const visitedColor:ColorTransform = new ColorTransform(0, 0, 0, 1, Math.floor(Math.random()*0xFF), Math.floor(Math.random()*0xFF), Math.floor(Math.random()*0xFF), 0);
        private const noVisitedColor:ColorTransform = new ColorTransform(1, 1, 1, 1, 0, 0, 0, 0);

        
        public function View(model:Model) {
            // 対 Model
            this.model = model;
            model.addEventListener(Event.CHANGE, update);
            addEventListener(MouseEvent.ROLL_OVER, overHandler);
            addEventListener(MouseEvent.ROLL_OUT, outHandler);
            addEventListener(MouseEvent.CLICK, clickHandler);
        }
        
        private function overHandler(event:MouseEvent):void {
            if (topIndex == 0)
                topIndex = parent.numChildren - 1;
            parent.setChildIndex(this, topIndex);
            
            if (isVisited)
                transform.colorTransform = noVisitedColor;
        }
        private function outHandler(event:MouseEvent):void {
            if (isVisited)
                transform.colorTransform = visitedColor;
        }
        
        
        private function clickHandler(event:MouseEvent):void {
            isVisited = true;
            transform.colorTransform = visitedColor;
        }
        
        
        public function setup():void {
            // drawTriangles で使う Vector の設定
            vertices = new Vector.<Number>(8, true);
            indices = Vector.<int>([
                0, 1, 3,
                1, 2, 3
            ]);
            indices.fixed = true;
            uvtData = Vector.<Number>([
                0, 0, 1.0,
                1, 0, 1.0,
                1, 1, 1.0,
                0, 1, 1.0
            ]);
            uvtData.fixed = true;
            
            // graphicsData の設定
            graphicsData = new Vector.<IGraphicsData>();
            graphicsData.push(new GraphicsBitmapFill(_bitmapData));
            graphicsData.push(path = new GraphicsTrianglePath(vertices, indices, uvtData));
            graphicsData.push(new GraphicsEndFill());
        }
        
        private function update(event:Event):void {
            var allVertices:Vector.<Number> = model.vertices;
            for (var i:int = 0; i < 4; i++) {
                var idx:int = _bounds[i];
                vertices[i * 2]     = allVertices[idx * 2];
                vertices[i * 2 + 1] = allVertices[idx * 2 + 1];
            }
            path.vertices = vertices;

            // set Ts in uvtData: code by Zeh Fernando
            // http://zehfernando.com/2010/the-best-drawplane-distortimage-method-ever/
            p1.x = vertices [0]; p1.y = vertices [1];
            p2.x = vertices [2]; p2.y = vertices [3];
            p3.x = vertices [6]; p3.y = vertices [7];
            p4.x = vertices [4]; p4.y = vertices [5];
            var pc:Point = getIntersection(p1, p4, p2, p3);
            if (pc != null) {
                // Lenghts of first diagonal
                var ll1:Number = Point.distance(p1, pc);
                var ll2:Number = Point.distance(pc, p4);
                // Lengths of second diagonal
                var lr1:Number = Point.distance(p2, pc);
                var lr2:Number = Point.distance(pc, p3);
                // Ratio between diagonals
                var f:Number = (ll1 + ll2) / (lr1 + lr2);
                // Magic
                uvtData [2] = (1 / ll2) * f;
                uvtData [5] = (1 / lr2);
                uvtData [8] = (1 / ll1) * f;
                uvtData [11] = (1 / lr1);
                path.uvtData = uvtData;
            }

            draw();
        }

        private function draw():void {
            graphics.clear();
            graphics.drawGraphicsData(graphicsData);
        }

        private var p1:Point = new Point,
            p2:Point = new Point, p3:Point = new Point, p4:Point = new Point;

        private function getIntersection(p1:Point, p2:Point, p3:Point, p4:Point):Point {
            // Returns a point containing the intersection between two lines
            // http://keith-hair.net/blog/2008/08/04/find-intersection-point-of-two-lines-in-as3/
            // http://www.gamedev.pastebin.com/f49a054c1

            var a1:Number = p2.y - p1.y;
            var b1:Number = p1.x - p2.x;
            var a2:Number = p4.y - p3.y;
            var b2:Number = p3.x - p4.x;

            var denom:Number = a1 * b2 - a2 * b1;
            if (denom == 0) return null;

            var c1:Number = p2.x * p1.y - p1.x * p2.y;
            var c2:Number = p4.x * p3.y - p3.x * p4.y;

            var p:Point = new Point((b1 * c2 - b2 * c1)/denom, (a2 * c1 - a1 * c2)/denom);

            if (Point.distance(p, p2) > Point.distance(p1, p2)) return null;
            if (Point.distance(p, p1) > Point.distance(p1, p2)) return null;
            if (Point.distance(p, p4) > Point.distance(p3, p4)) return null;
            if (Point.distance(p, p3) > Point.distance(p3, p4)) return null;

            return p;
        }
    }


    import flash.display.Sprite;
    import flash.events.Event;
    import flash.geom.Point;
    /**
     * Controller
     * マウス座標を Model に渡すだけ
     * マウス座標を取得するので Sprite を継承する
     * @author YOSHIDA, Akio (Aquioux)
     */
    class Controller extends Sprite {
        private var model:Model;
        
        public function Controller(model:Model) {
            this.model = model;
            addEventListener(Event.ENTER_FRAME, enterFrameHandler);
        }
        
        private function enterFrameHandler(event:Event):void {
            var mousePoint:Point = new Point(mouseX, mouseY);
            model.update(mousePoint);
        }
    }