整列する四角形
斜めに整列?することもあります。
♥0 |
Line 41 |
Modified 2011-06-24 06:03:46 |
MIT License
archived:2017-03-20 07:48:36
ActionScript3 source code
/**
* Copyright yuugurenote ( http://wonderfl.net/user/yuugurenote )
* MIT License ( http://www.opensource.org/licenses/mit-license.php )
* Downloaded from: http://wonderfl.net/c/b0iz
*/
package {
import flash.display.Sprite;
import flash.events.MouseEvent;
import flash.events.Event;
import flash.utils.Timer;
import flash.events.TimerEvent;
[SWF(width=465,height=465,backgroundColor=0xFFFFFF,frameRate=60)]
public class Main extends Sprite {
//プロパティの宣言
var sw:Number = stage.stageWidth;
var sh:Number = stage.stageHeight;
var speed:Number = 0.1;
var max:Number = 20;
var myArray:Array = new Array();
function Main() {
//コンストラクタ
for (var i:Number =0; i<max; i++) {
var mySprite:Sprite = mySprite = new Sprite();
mySprite.graphics.beginFill(0xCCCCCC,1);
mySprite.graphics.drawRect(0,0,10,10);
mySprite.graphics.endFill();
mySprite.x = Math.random() * sw;
mySprite.y = Math.random() * sh;
addChild(mySprite);
myArray.push(mySprite);
myArray[i].addEventListener(Event.ENTER_FRAME,xEnter);
}
}
function xEnter(e:Event):void {
//動作
var r:Number;
for (var i:Number=0; i<max; i++) {
if (i==0) {
r= Math.atan2(mouseY-myArray[i].y,mouseX-myArray[i].x)*180/Math.PI;
myArray[i].x += speed*Math.cos(r/180*Math.PI);
myArray[i].y += speed*Math.sin(r/180*Math.PI);
} else {
myArray[i].x += (myArray[i-1].x - myArray[i].x)/100;
myArray[i].y += (myArray[i-1].y - myArray[i].y)/100;
}
}
}
}
}