ants
forked from Ant (diff: 109)
Stageクリックで蟻をおびき寄せる 蟻の行列
ActionScript3 source code
/**
* Copyright demouth ( http://wonderfl.net/user/demouth )
* MIT License ( http://www.opensource.org/licenses/mit-license.php )
* Downloaded from: http://wonderfl.net/c/bi6J
*/
//Stageクリックで蟻をおびき寄せる
// forked from demouth's Ant
// 蟻の行列
// forked from demouth's Crowd
package {
import flash.events.MouseEvent;
import flash.display.StageAlign;
import flash.display.StageScaleMode;
import flash.display.StageQuality;
import flash.events.Event;
import flash.display.Graphics;
import flash.display.Sprite;
import flash.utils.getTimer;
[SWF(frameRate='60' , backgroundColor="0xFFFFFF")]
public class FlashTest extends Sprite {
private var ant:Ant;
private var mouse:Ant;
private var ants:Vector.<Ant>;
private const NUM:int = 300;
private const NUM_BLOCK:int = 10;
private var block:Array = [];
private var isMouseDown:Boolean = false;
public function FlashTest() {
if (stage) init();
else addEventListener(Event.ADDED_TO_STAGE, init)
}
private function init(e:Event = null):void
{
removeEventListener(Event.ADDED_TO_STAGE, init);
this.stage.quality = StageQuality.LOW;
this.stage.scaleMode = StageScaleMode.NO_SCALE;
this.stage.align = StageAlign.TOP_LEFT;
this.ants = new Vector.<Ant>();
this.mouse = new Ant();
this.add();
this.stage.addEventListener( Event.ENTER_FRAME , enterFrameHandler);
this.stage.addEventListener(MouseEvent.MOUSE_DOWN , mouseDownHandler);
this.stage.addEventListener(MouseEvent.MOUSE_UP , mouseUpHandler);
}
private function enterFrameHandler(event:Event):void
{
this.graphics.clear();
this.mouse.x = this.stage.mouseX;
this.mouse.y = this.stage.mouseY;
var l:int = this.ants.length;
if( !this.isMouseDown ) this.add();
this.remove();
for (var i:int = 0; i < l; i++)
{
this.ants[i].move();
}
this.draw();
this.changeTarget();
if ( this.isMouseDown ) this.lure();
}
private function mouseDownHandler(e:MouseEvent):void
{
this.isMouseDown = true;
}
private function mouseUpHandler(e:MouseEvent):void
{
this.isMouseDown = false;
}
private function add():void
{
var ant:Ant = new Ant();
var prevAnt:Ant;
if( this.ants.length <= 0 ) prevAnt = this.mouse
else prevAnt = this.ants[this.ants.length-1];
ant.setTarget( prevAnt );
if ( this.ants.length > 1 && Math.abs( prevAnt.x - this.stage.mouseX ) + Math.abs( prevAnt.y - this.stage.mouseY ) < 10 ) return;//あまり動いていなければ追加しない
this.ants.push( ant );
ant.x = this.stage.mouseX;
ant.y = this.stage.mouseY;
ant.angle = Math.atan2(prevAnt.y-ant.y,prevAnt.x-ant.x);
}
private function remove():void
{
if( this.ants.length > NUM )
{
this.ants.splice(0,1);
}
}
private function draw():void
{
var g:Graphics = this.graphics;
var l:int = this.ants.length;
for (var i:int = 0; i < l; i++)
{
var ant:Ant = this.ants[i];
var toX:Number = ant.x + Math.cos( ant.angle ) * 4 ;
var toY:Number = ant.y + Math.sin( ant.angle ) * 4 ;
g.lineStyle( 1 , 0);
g.moveTo( ant.x , ant.y );
g.lineTo( toX , toY );
g.drawCircle( ant.x , ant.y , 1 );
g.drawCircle( toX , toY , 1 );
}
}
private function changeTarget():void
{
var s:uint = NUM_BLOCK;
var w:Number = this.stage.stageWidth;
var h:Number = this.stage.stageHeight;
var spanW:Number = w / s;
var spanH:Number = h / s;
var blockX:uint;
var blockY:uint;
var l:int = this.ants.length;
this.block = [];
for (i = 0; i < l; i++)
{
blockX = int( this.ants[i].x / spanW );
blockY = int( this.ants[i].y / spanH );
this.ants[i].blockX = blockX;
this.ants[i].blockY = blockY;
if( !this.block[blockX])this.block[blockX] = [];
if( !this.block[blockX][blockY] )this.block[blockX][blockY] = [];
this.block[blockX][blockY].push( this.ants[i] );
}
for (var i:int = 0; i < l; i++)
{
if ( !this.ants[i].isChangePhase ) continue;
blockX = int( this.ants[i].x / spanW );
blockY = int( this.ants[i].y / spanH );
var t:Array = [];//targetになり得るAnt
for (var j:int = blockX-2;j<blockX+2;j++)
{
for(var k:int = blockY-2;k<blockY+2;k++)
{
if( !this.block[j])continue;
if( !this.block[j][k] )continue;
t = t.concat(this.block[j][k]);
}
}
var numAnts:uint = t.length;
if( numAnts <= 0 ) continue;
var index:uint = int( numAnts * Math.random() );
if ( t[index] && t[index] != this.ants[i] )
{
this.ants[i].setTarget( t[index] as Ant );
}
}
}
private function lure():void
{
var s:uint = NUM_BLOCK;
var w:Number = this.stage.stageWidth;
var h:Number = this.stage.stageHeight;
var spanW:Number = w / s;
var spanH:Number = h / s;
var blockX:uint = int( this.stage.mouseX / spanW );
var blockY:uint = int( this.stage.mouseY / spanH );
var t:Array = [];
for (var j:int = blockX-1;j<blockX+1;j++)
{
for(var k:int = blockY-1;k<blockY+1;k++)
{
if ( !this.block[j]) continue;
if ( !this.block[j][k] ) continue;
var numBlock:uint = this.block[j][k].length;
for (var i:int = 0; i < numBlock; i++)
{
this.block[j][k][i].setTarget( this.mouse );
}
}
}
}
}
}
class Ant
{
public var x:Number = 0;
public var y:Number = 0;
public var blockX:uint = 0;
public var blockY:uint = 0;
public var angle:Number = 0;
public var speed:Number = 0;
public var isChangePhase:Boolean = false;
private const C:uint = 50;
private var phaseCount:uint = C;
private var target:Ant;
public function Ant()
{
}
public function setTarget(target:Ant):void
{
this.target = target;
}
public function move():void
{
if ( this.target )
{
var diffX:Number = this.target.x - this.x;
var diffY:Number = this.target.y - this.y;
var diff:Number = Math.sqrt( diffX * diffX + diffY * diffY );//直線上の距離
if ( diff > 3 )//一定の距離以上の時は角度を変更する
{
var nowAngle:Number = this.angle;
var toTargetAngle:Number = Math.atan2( diffY , diffX );
nowAngle += Math.PI * 2;
toTargetAngle += Math.PI * 2;
nowAngle %= Math.PI * 2;
toTargetAngle %= Math.PI * 2;
if ( Math.abs( nowAngle - toTargetAngle ) > Math.PI )
{
if ( nowAngle < toTargetAngle ) nowAngle += Math.PI * 2
else nowAngle -= Math.PI * 2;
}
var angleStepRatio:Number = 0.9 + Math.random() * 0.1;
this.angle = nowAngle * angleStepRatio + toTargetAngle * (1-angleStepRatio) ;
}
//スピードを変更する
this.speed *= 0.94;
if ( diff > 5 ) this.speed += 0.04;
}
var moveX:Number = Math.cos( this.angle ) * this.speed;
var moveY:Number = Math.sin( this.angle ) * this.speed;
this.x += moveX;
this.y += moveY;
this.phaseCount--;
if ( this.phaseCount <= 0 ) {
this.phaseCount = C;
this.isChangePhase = true;
}else{
this.isChangePhase = false;
}
}
}
