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forked from: forked from: forked from: Particle

Just added some random to the speed and some chaos to the animation.
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by hebee 20 Jan 2012
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/**
 * Copyright hebee ( http://wonderfl.net/user/hebee )
 * MIT License ( http://www.opensource.org/licenses/mit-license.php )
 * Downloaded from: http://wonderfl.net/c/1IB5
 */

// forked from jeffbuzzerio's forked from: forked from: Particle
// forked from hebee's forked from: Particle
// Just added some random to the speed and some chaos to the animation.
package 
{
    import flash.display.StageScaleMode;
    import flash.events.Event;
    import flash.events.MouseEvent;
    import flash.events.MouseEvent;
    import flash.display.BitmapData;
    import flash.display.Bitmap;
    import flash.geom.ColorTransform;
    import flash.display.Shape;
    import flash.geom.Point;
    import flash.filters.BlurFilter;
    import flash.display.Sprite;

    public class dev extends Sprite
    {

        private const NUM_LIGHTS:int = 350;
        private const MAX_SPEED:Number = 5;
        private const MIN_SPEED:Number = 0.01;

        private var WELL_X:Number = 0;
        private var WELL_Y:Number = 0;

        private var _canvas:BitmapData;
        private var _lights:Array;

        private var _alphaTransform:ColorTransform;
        private var _blurFilter:BlurFilter;

        private var _zeroPoint:Point;

        public function dev()
        {
            stage.scaleMode = StageScaleMode.NO_SCALE;

            WELL_X = stage.stageWidth / 2;
            WELL_Y = stage.stageHeight / 2;

            _blurFilter = new BlurFilter(3,3,1);
            _zeroPoint = new Point ;

            _canvas = new BitmapData(stage.stageWidth,stage.stageHeight,false,0);
            addChild(new Bitmap(_canvas));

            _lights = new Array();

            for (var n : int = 0; n < NUM_LIGHTS; ++n)
            {
                var light:Object = {};
                light.x = WELL_X;
                light.y = WELL_Y;
                light.dx = 0;
                light.dy = 0;
                light.color = Math.random() * 0xFFFFFF;
                light.speed = ((Math.random()*(100*(MAX_SPEED - MIN_SPEED))) + (100*MIN_SPEED))/100;
                _lights[n] = light;
            }

            addEventListener( Event.ENTER_FRAME, onEnterFrame );
        }

        private function onEnterFrame( e : Event ):void
        {
            _canvas.lock();

            var fade:Number = 8;

            while (fade --)
            {
                _canvas.applyFilter(_canvas,_canvas.rect,_zeroPoint,_blurFilter);
            }

            var pixel:Object;
            var pixelb:Object;
            var angle:Number;
            var distance_well:Number;

            for (var n : int = 0; n < NUM_LIGHTS; ++n)
            {
                
                pixel = _lights[n];
                distance_well = getAbs(Math.sqrt((pixel.x - WELL_X) * (pixel.x - WELL_X) + (pixel.y - WELL_Y) * (pixel.y - WELL_Y)));
                
                pixel.lastX = pixel.x;
                pixel.lastY = pixel.y;
                
                if (distance_well < stage.stageHeight)
                {    
                    var p:Point = Point.polar(WELL_X + Math.random() * 100 - 50,n);
                    
                    angle = Math.atan2((p.y + WELL_Y) - pixel.y,(p.x + WELL_X) - pixel.x);
                
                    pixel.dx -=  pixel.speed * Math.cos(angle);
                    pixel.dy -=  pixel.speed * Math.sin(angle);

                    pixel.dy *= (Math.random()*80)/100 + .2;
                    pixel.dx *= (Math.random()*80)/100 + .2;

                    pixel.x +=  pixel.dx;
                    pixel.y +=  pixel.dy;
                }
                else
                {
                    pixel.lastX = pixel.x = WELL_X;
                    pixel.lastY = pixel.y = WELL_Y;
                }
               
                   drawLine(pixel.lastX, pixel.lastY, pixel.x, pixel.y, pixel.color);
                   
                   if(n-1 < 0){
                       pixelb = _lights[NUM_LIGHTS-1]; 
                   } else {
                       pixelb = _lights[n-1];
                   }
                   
                   drawLine(pixelb.x, pixelb.y, pixel.x, pixel.y, 0xFEFEFE);
            }

            _canvas.applyFilter(_canvas,_canvas.rect,_zeroPoint,_blurFilter);
            _canvas.unlock();
        }
        
        private function drawLine( startX : Number, startY : Number, endX : Number, endY : Number, color : Number ):void
        {
            var dx:Number = endX - startX;
            var dy:Number = endY - startY;
            var a:Number;
            var b:Number;
            var tmp:Number;
            var len:Number;
            var i:int;

            if (getAbs(dx) > getAbs(dy))
            {
                a = dy / dx;
                b = startY;

                if (startX > endX)
                {
                    tmp = startX;
                    startX = endX;
                    endX = tmp;
                    b = endY;
                }

                len = endX - startX;
                for (i = 0; i < len; ++i)
                {
                    _canvas.setPixel( i + startX, i * a + b, color );
                }
            }
            else
            {
                a = dx / dy;
                b = startX;

                if (startY > endY)
                {
                    tmp = startY;
                    startY = endY;
                    endY = tmp;
                    b = endX;
                }

                len = endY - startY;
                for (i = 0; i < len; ++i)
                {
                    _canvas.setPixel( i * a + b, i + startY, color );
                }
            }
        }

        private function getAbs( x : Number ):Number
        {
            return x < 0 ? -x : x;
        }
    }
}