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

forked from: 水面ゆらゆら

どこかで見覚えがある水面
 ランダムで波が起きる
 マウスを上下に動かすと波がぐわんぐわん起きる
 ぎこちないので何とかする必要あり
// forked from cda244's 水面ゆらゆら
/*
	どこかで見覚えがある水面
	 ランダムで波が起きる
	 マウスを上下に動かすと波がぐわんぐわん起きる
	 ぎこちないので何とかする必要あり
*/

package
{
	import flash.display.MovieClip;
	import flash.display.StageAlign;
	import flash.display.StageScaleMode;
	import flash.events.Event;
	import flash.events.TimerEvent;
	import flash.utils.Timer;
	import flash.utils.getTimer;
	import flash.geom.Point;
	[SWF(width="300", height="300", backgroundColor="0xFFFFFF", frameRate="30")] 
    
	public class Wave extends MovieClip
	{
		public const STAGE_W:uint = 300;
		public const STAGE_H:uint = 300;
		public const NUM:uint=300;	//頂点数
		
		private const MOUSE_DIFF_RATIO:Number=1;	// (0<) 大きい程マウスに反応する
		private const AUTO_INTERVAL:uint = 3000;	//オート波が起きる間隔 msec
		
		private var vertexes:Array=[];	//頂点
		private var mdlPt:Array=[];	//頂点の中点
		
		//頂点の基本波からの位相差分
		// 0:マウス
		// 1:オート
		private var diffPt:Array=[[], []];
		
		//波が起こるインデックス
		// 0:マウス
		// 1:オート
		private var startIndex:Array=[0,0];	
		
		private var mouseOldY:int;
		private var mouseNewY:int;
		private var mouseDiff:Number = 0;
		private var mouseDiffGoal:Number= 0;
		
		private var autoTimer:Timer;
		private var autoDiff:Number = 0;
		
		public function Wave():void
		{
			stage.align = StageAlign.TOP_LEFT;
			stage.scaleMode = StageScaleMode.NO_SCALE;
			
			for(var i:uint=0; i<NUM; i++){
				var vertex:Vertex=new Vertex( i, this );
				vertexes.push( vertex );
				
				//中点作成
				if(i>1){
					mdlPt.push( new Point( (vertexes[i-1].x+vertexes[i].x)*0.5, (vertexes[i-1].y+vertexes[i].y)*0.5 ) );
				}
				
				//差分
				diffPt[0].push( 0 );
				diffPt[1].push( 0 );
				
			}
			mouseNewY = mouseY;
			if(mouseNewY < 0){	mouseNewY = 0;	}
			else if(mouseNewY > STAGE_H){	mouseNewY = STAGE_H;	}
			
			mouseOldY = mouseNewY;
			
			addEventListener(Event.ENTER_FRAME, updateMouseDiff);
			addEventListener(Event.ENTER_FRAME, updateWave);
			
			autoTimer = new Timer(AUTO_INTERVAL);
			autoTimer.addEventListener(TimerEvent.TIMER, generateAutoWave);
			autoTimer.start();
		}
		
		
		private function generateAutoWave(tEvt:TimerEvent):void
		{
			autoDiff = 100;
			startIndex[1] = Math.round( Math.random()*(NUM-1) );
		}
		
		
		//--------------------------------------
		//	マウスY座標の差を計算
		//--------------------------------------
		private function updateMouseDiff(evt:Event):void
		{
			mouseOldY = mouseNewY;
			mouseNewY = mouseY;
			if(mouseNewY < 0){	mouseNewY = 0;	}
			else if(mouseNewY > STAGE_H){	mouseNewY = STAGE_H;	}
			
			mouseDiffGoal = (mouseNewY - mouseOldY) * MOUSE_DIFF_RATIO;
		}
		
		
		//---------------------------------------
		//	各種更新
		//---------------------------------------
		private function updateWave(evt:Event):void
		{
			graphics.clear();
			
			//それぞれの波の減衰
			mouseDiff -= (mouseDiff - mouseDiffGoal)*0.3;
			autoDiff -= autoDiff*0.3;

			
			//-------------------------------------
			//波の基点
			//-------------------------------------
			//マウス波
			//var mX:int = mouseX;
			//if(mX < 0){	mX = 0;	}
			//else if(mX > STAGE_W-2){	mX = STAGE_W-2;	}	//-2はみ出さないための保険
			//
			//startIndex[0] = 1+Math.floor( (NUM-2) * mX / STAGE_W );
			//diffPt[0][startIndex[0]] -= ( diffPt[0][startIndex[0]] - mouseDiff )*0.99;
			
			//オート波
			//diffPt[1][startIndex[1]] -= ( diffPt[1][startIndex[1]] - autoDiff )*0.99;
			
			var i:int;

			//-------------------------------------
			//差分更新
			//-------------------------------------
			//マウス波
			//左側
			//var d:uint;
			//for(i=startIndex[0]-1; i >=0; i--){
				//d = startIndex[0] - i;
				//if(d>15){	d=15;	}
				//diffPt[0][i] -= ( diffPt[0][i] - diffPt[0][i+1] )*(1-0.01*d);
			//}
			//右側
			//for(i=startIndex[0]+1; i < NUM; i++){
				//d = i - startIndex[0];
				//if(d>15){	d=15;	}
				//diffPt[0][i] -= ( diffPt[0][i] - diffPt[0][i-1] )*(1-0.01*d);
			//}

			//オート波
			//左側
			//for(i=startIndex[1]-1; i >=0; i--){
				//d = startIndex[1] - i;
				//if(d>15){	d=15;	}
				//diffPt[1][i] -= ( diffPt[1][i] - diffPt[1][i+1] )*(1-0.01*d);
			//}
			//右側
			//for(i=startIndex[1]+1; i < NUM; i++){
				//d = i - startIndex[1];
				//if(d>15){	d=15;	}
				//diffPt[1][i] -= ( diffPt[1][i] - diffPt[1][i-1] )*(1-0.01*d);
			//}

			//-------------------------------------
			//各頂点更新
			//-------------------------------------
			for(i=0; i < NUM; i++){	vertexes[i].uodatePos( diffPt[0][i]+diffPt[1][i] );	}

			//-------------------------------------
			//中点更新
			//-------------------------------------
			for(i=0; i < NUM-2; i++){	mdlPt[i].y = (vertexes[i+1].y + vertexes[i+2].y)*0.5;	}

			drawWave();
		}
		
		
		//---------------------------------------
		//	描画
		//---------------------------------------
		private function drawWave():void
		{
			graphics.beginFill(0x666666, 1);

			graphics.moveTo(STAGE_W, STAGE_H);
			graphics.lineTo(0, STAGE_H);
			graphics.lineTo( vertexes[0].x, vertexes[0].y);
			graphics.curveTo( vertexes[1].x, vertexes[1].y, mdlPt[0].x, mdlPt[0].y);

			for(var i:uint=2; i<NUM-2; i++){
				graphics.curveTo( vertexes[i].x, vertexes[i].y, mdlPt[i-1].x, mdlPt[i-1].y);
			}
			graphics.curveTo( vertexes[NUM-2].x, vertexes[NUM-2].y, vertexes[NUM-1].x, vertexes[NUM-1].y);
			
			graphics.endFill();
		}
		
	}
	
}
	
	class Vertex
	{
		static const BASE_Y:uint = 150;
		static const BASE_R:uint = 10;
		static const PI:Number = Math.PI;
		static const FRICTION:Number = 0.1;
		static const DECELERATION:Number = 0.95;
		static const SPEED_OF_BASE_WAVE:uint = 2;
		
		private var theta:uint=0;
		private var goalY:Number=0;
		private var amp:Number=0;
		public var x:Number;
		public var y:Number;
		
		
		public function Vertex(prmID:uint, parent:Object):void
		{
			theta =  360 * prmID/( parent.NUM-1) ;
			x = prmID * parent.STAGE_W / (parent.NUM-1);
			y = BASE_Y +  BASE_R * Math.sin( theta * PI /180  );
		}
		
		
		public function uodatePos(diffVal:Number):void
		{
			theta += SPEED_OF_BASE_WAVE;
			if( theta>=360 ){	theta -= 360;	}
			
			goalY = BASE_Y +  BASE_R * Math.sin( theta * PI /180  );
			goalY += diffVal;

			
			amp += goalY - y;
			y += amp * FRICTION;
			amp *= DECELERATION;
		}
		
	}