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

Relative Room Placement

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

// forked from onedayitwillmake's Circle Packing Algorithm
package {
    import flash.display.Sprite;
    import flash.events.Event;
    import flash.events.MouseEvent;
    import flash.geom.Point;
    import flash.geom.Vector3D;
    
    import frocessing.color.ColorHSV;
    import frocessing.core.F5Graphics;
    
    [SWF(frameRate = '60', backgroundColor='0x000000')]
    public class FlashTest extends Sprite {
        
        protected var _nodes:Vector.<Node> = new Vector.<Node>;
        private var iterationCounter:int = 0;
        private var CENTER:Point;
        private var v:Vector3D;
        public var _view:F5Graphics;
        
        public function FlashTest() 
        {
            this.addEventListener(Event.ADDED_TO_STAGE, initCirclePacking)
            _view = new F5Graphics(graphics);
        }
        
        public function initCirclePacking(e:Event):void
        {
            CENTER = new Point(stage.stageWidth/2, stage.stageHeight/2);
            _view.clear();
            
            var maxSize:Number = 40
            var color:ColorHSV = new ColorHSV(0, 0.8, 1.0);
            
            var currentX:int = 10;
            var max:Number = 20;
            
            var roomsize:Array = new Array(6,25,25,4,4,5,5,20,12,20,2,1,3,20,4,12,2,16); 
            var roomlabel:Array = new Array("entrance","sleep","sleep","dress","dress","shower","shower","dine","relax","cook","food","dog","wc","meditate","plant","cars","bins","study");
            
            for(var i:int = 0; i < roomlabel.length; i++)
            {
                
                var node:Node = new Node();
                addChild(node);
                node.addEventListener(MouseEvent.MOUSE_DOWN, startDragging);

                var size:Number;
                
                size=16* Math.sqrt(roomsize[i]);
                
                color.h = size/maxSize * 180 + 120;
                
                node.draw(size, color.value, roomlabel[i]);
                node.setPosition(i*8, 200 + Math.random())
                _nodes.push(node);
            }
            
            addEventListener(Event.ENTER_FRAME, packCircles)
        }
        
        private function startDragging(e:MouseEvent):void
        {
            dragCircle = e.target as Node;
            dragCircle._radius = dragCircle._originalRadius * 1.5;
            
            stage.addEventListener(MouseEvent.MOUSE_UP, stopDragging);
        }
        
        private function stopDragging(e:MouseEvent):void
        {
            dragCircle._radius = dragCircle._originalRadius;
            
            dragCircle = null;
            stage.removeEventListener(MouseEvent.MOUSE_UP, stopDragging);
        }
        
        private var dragCircle:Node;
        private function packCircles(e:Event):void
        {
            _nodes = _nodes.sort(sortOnDistanceToCenter);
            v = new Vector3D();
            
            
            // Push them away from each other
            for(var i:int = 0; i < _nodes.length; i++)
            {
                var ci:Node = _nodes[i];
                
                for (var j:int = i + 1; j<_nodes.length; j++)
                {
                    var cj:Node = _nodes[j];
                    if(i == j) continue;
                    //cj.alpha = Math.random()
                    var dx:Number = cj.x - ci.x;
                    var dy:Number = cj.y - ci.y;
                    var r:Number = ci._radius + cj._radius;
                    var d:Number = (dx*dx) + (dy*dy);
                    if (d < (r * r) - 0.01 )
                    {
                        v.x = dx;
                        v.y = dy;
                        v.normalize();
                        v.scaleBy((r - Math.sqrt(d)) * 0.5);
                        
                        if(cj != dragCircle) {
                            cj.x += v.x;
                            cj.y += v.y;
                        }
                        
                        if(ci != dragCircle) {
                            ci.x -= v.x;
                            ci.y -= v.y;
                        }
                    }
                }
            }
            
            
            //return;
            // push toward center
            var damping:Number = 0.01;///Number(iterationCounter);
            //trace(damping)
            for(i = 0; i < _nodes.length; i++) 
            {
                var c:Node = _nodes[i];
                
                if(c == dragCircle) continue;
                
                v.x = c.x - CENTER.x;
                v.y = c.y - CENTER.y;
                v.scaleBy(damping);
                c.x -= v.x;
                c.y -= v.y;
            }
            
            if(dragCircle) {
                dragCircle.x = stage.mouseX
                dragCircle.y = stage.mouseY
            }
        }
        
        private function sortOnRandom(a:Node, b:Node):int
        {
            return Math.random() < 0.5 ? -1 : 1;
        }
        
        private function sortOnDistanceToCenter(a:Node, b:Node):int
        {
            var valueA:int = a.distanceToCenter(CENTER);
            var valueB:int = b.distanceToCenter(CENTER);
            var comparisonValue:int = 0;
            
            if(valueA > valueB) comparisonValue = -1;
            else if(valueA < valueB) comparisonValue = 1;
            
            return comparisonValue;
        }    
        
    }
}

import frocessing.core.F5Graphics2D;
import flash.display.Sprite;
import flash.geom.Point;
import flash.text.*; 

//import gs.TweenMax;
//import gs.easing.*;

class Node extends Sprite
{ 
    private var _view:F5Graphics2D;
    public var _originalRadius:Number, _radius:Number, _radiusSquared:Number;
    public var _color:uint;
    public var _relative:Node;
    
    public function Node()
    {
    }
    
    public function draw(nodeSize:Number, color:uint, roomlabel:String):void
    {
        size = nodeSize
        
        _color = color;
        
        _view = new F5Graphics2D(this.graphics);
        _view.noStroke();
        _view.beginDraw();
        _view.fillColor = color
        _view.fillAlpha = 0.75;
        _view.circle(0,0, _radius*0.8);
        _view.circle(0,0, _radius * 0.9);
        _view.fillAlpha = 0.3;
        _view.circle(0,0, _radius);
        _view.endDraw();
       var myText:TextField = new TextField();
       myText.text = roomlabel;
       myText.y=myText.y-10;
       myText.x=myText.x-10;
       addChild(myText);
        
    }
    
    public function setPosition(xpos:Number, ypos:Number, animationTime:Number = 0.0, delay:Number = 0.0):void
    {
        x = xpos;
        y = ypos;
    }
    
    
    /**
     * A few circle helper mathematical functions
     */
    public function containsPoint(xpos:Number, ypos:Number):Boolean
    {
        var dx:Number = x - ypos;
        var dy:Number = y - ypos;
        var distance:Number = Math.sqrt(dx*dx + dy * dy);
        
        // if it's shorter than either radi, we intersect
        return distance <= _radius;
    }
    
    public function distanceToCenter(centerPoint:Point):Number
    {
        var dx:Number = x - centerPoint.x;
        var dy:Number = y - centerPoint.y;
        var distance:Number = dx*dx + dy*dy;
        
        return distance;
    }
    
    
    public function intersects(otherNode:Node):Boolean
    {
        var dx:Number = otherNode.x - x;
        var dy:Number = otherNode.y - y;
        var distance:Number = dx*dx + dy * dy;
        
        // if it's shorter than either radi, we intersect
        return (distance < _radiusSquared || distance < otherNode._radiusSquared);
    }
    
    public function dealloc():void
    {
        _relative = null;
        _view = null;
    }
    
    public function set size(value:Number):void
    {
        _radius = value;
        _originalRadius = value;
        
        _radiusSquared = _radius * _radius;
    }
}