Forked from: lenonsun's 多数のボールが壁に跳ね返るサンプル diff:11 forked from: 多数のボールが壁に跳ね返る 最終課題 gakeoti121 forked:0favorite:0lines:228license : MIT License modified : 2012-01-30 14:31:22 Embed Tweet // forked from lenonsun's 多数のボールが壁に跳ね返るサンプル // 多数のボールが壁に跳ね返るサンプル // 最終課題 package { import frocessing.display.F5MovieClip2D; /** * 多数のボールが壁に跳ね返る * @author shmdmoto */ public class GraphicExample extends F5MovieClip2D { public function setup() : void { var x:Number; for( x = 0 ; x <= 465 ; x++ ) { stroke(255 - 255*x/465, 255*x/465,0); line(x, 0, x, 465); public class DynamicsSample1 extends F5MovieClip2D { public var lfoX:Array; public var lfoY:Array; public function setup() : void { Wonderfl.disable_capture(); lfoX = new Array(50); lfoY = new Array(50); for( var i:int = 0 ; i < 50 ; i++) { lfoX[i] = new LFO( random(3,8), 225, stage.stageWidth/2 ); lfoX[i].setType(LFO.TRI); lfoY[i] = new LFO( random(3,8), 225, stage.stageHeight/2 ); lfoY[i].setType(LFO.TRI); } } public function draw() : void { // キャンバスの周りに黒い枠を描く noStroke(); fill(0); rectMode(CORNER); rect(0,0,stage.stageWidth, stage.stageHeight); fill(255); rectMode(CENTER); rect(stage.stageWidth/2, stage.stageHeight/2,460,460); stroke(0); for( var i:int=0 ; i < 50 ; i++) { fill(random(255),random(0),random(0),200); ellipse(lfoX[i].val(), lfoY[i].val(), 10, 10); } } } } // 以下は,動きを記述するためのクラスですので,編集しないでください. import flash.utils.getTimer; import frocessing.math.PerlinNoise; /** * Interpolate:指定した時間で,開始値から終値までの過渡的を * 記述するクラス */ class Interpolate { private static const NOINIT :int = 1; private static const RUNNING :int = 2; private static const WAITING :int = 3; private static const STOPPED :int = 3; private var duration :Number; private var begin :Number; private var end :Number; private var pow :Number; private var tOffset :Number; private var tElapsed :Number; private var prevVal :Number; private var tRestart :Number; public var status :int = NOINIT; public function Interpolate( t:Number, s:Number, f:Number, p:Number = 1) { begin = prevVal = s; end = f; duration = t; pow = p; } public function val() :Number { var t :Number; if( status == NOINIT){ tOffset = getTimer()/1000; prevVal = begin; status = RUNNING; } else if( status == RUNNING ) { t = getTimer()/1000; tElapsed = t -tOffset; if( tElapsed < duration ) { prevVal = begin + ( end - begin )*Math.pow(tElapsed/duration,pow); } else { prevVal = end; status = STOPPED; } } else if( status == WAITING){ t = getTimer()/1000; if( t >= tRestart) { status = RUNNING; tOffset = t - tElapsed; } } return prevVal; } public function pause() :void { status = STOPPED; } public function cont() :void { status = RUNNING; tOffset = getTimer()/1000-tElapsed; } public function start() :void { status = RUNNING; tOffset = getTimer()/1000; } public function wait( waitTime :Number ) :void { status = WAITING; tRestart = getTimer() + waitTime; } public function isRunning() :Boolean { if( status == RUNNING ) { return true; } else { return false; } } public function isStopped() :Boolean { if( status == STOPPED ) { return true; } else { return false; } } public function isEnd() :Boolean { if( prevVal >= end) { return true; } else { return false; } } } /** * LFO:指定した時間での周期的変動を記述するクラス */ class LFO { public static const SIN :int = 1; public static const COS :int = 2; public static const SAW :int = 3; public static const TRI :int = 4; public static const SQR :int = 5; public static const ABSSIN :int = 6; public static const NOISE :int = 7; private static const NOINIT :int = 1; private static const RUNNING :int = 2; private static const WAITING :int = 3; private static const STOPPED :int = 4; private var period :Number; private var amplitude :Number; private var phase :Number; private var offset :Number; private var type :int = SIN; private var isStart :Boolean; private var t_offset :Number; private var status :int = NOINIT; public function LFO( prd :Number, amp :Number, of :Number = 0, ph :Number = 0) { period = prd; amplitude = amp; offset = of; phase = ph; } public function setPeak( min :Number, max :Number) :void { offset = (min + max) / 2; if( min < max ) { amplitude = (max - min) / 2; } else { amplitude = (min - max) / 2; } } public function setType( t :int ) :void { type = t; } public function val( mul :Number=1.0 ) :Number { if(status == NOINIT) { status = RUNNING; t_offset = getTimer() / 1000.0; return val(); } else if(status == RUNNING ) { var t :Number = getTimer() / 1000.0 - t_offset; var temp :Number; switch(type) { case SIN : return offset + mul * amplitude * Math.sin(2.0 * Math.PI *( t/period + phase) ); case COS : return offset + mul * amplitude * Math.cos(2.0 * Math.PI *( t/period + phase) ); case SAW : temp = t / period + 0.5 + phase - Math.floor( t / period + 0.5 + phase ) - 0.5; return offset + 2.0 * mul * amplitude * temp; case TRI : temp = t / period + phase - Math.floor (t / period + phase ); if( 0.0 <= temp && temp < 0.25 ) { return offset + mul * amplitude * 4.0 * temp; } else if( temp < 0.75 ) { return offset + mul * amplitude * ( 2.0 - 4.0 * temp); } else { return offset + mul * amplitude * ( -4.0 + 4.0 * temp); } case SQR : temp = t/period + phase - Math.floor( t / period + phase); if( temp < 0.5 ){ return offset + mul * amplitude; } else { return offset - mul * amplitude; } case ABSSIN : return offset + Math.abs(mul * amplitude * Math.sin(2.0*Math.PI *( t/period + phase))); case NOISE : var p :PerlinNoise = new PerlinNoise(); return offset -mul * amplitude + 2.0 * mul * amplitude * p.noise(t/period+phase,1); default : return 0.0; } } else { return 0.0; } } } Code Fullscreen Preview Fullscreen shohoku_Final Math.min Math.max PerlinNoise Math.floor noise Boolean Math.pow Math.PI Math.abs Math.sin Math.cos Math.random Array int Number