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

forked from: forked from: Metaball

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by ecjtu.leon49 04 Apr 2013
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// forked from tepe's forked from: Metaball
// forked from alotfuck's Metaball
package  
{

    import flash.display.*;
    import flash.events.*;
    import flash.geom.Point;

    /**
     * @Original code Info
     * 
     * from Proce55ing
     * Metaball Demo Effect
     * by luis2048. 
     * 
     * @update  onmyownlife.com transplanted to flash.
     */
    public class Metaball extends Sprite
    {
        public static const STAGE_W:uint = 470;
        public static const STAGE_H:uint = 470;
        public static var stage:Stage;
                
        public static const TOTAL_BALL_COUNT:uint=7;
        public static const BT_WIDTH:uint=280;
        public static const BT_HEIGHT:uint=280;
        
        private var bitmapData:BitmapData;
        private var bitmap:Bitmap;
        private var balls_ary:Array;
        private var count:uint;

        public function Metaball(){init();}
        
        private function init():void {
            Metaball.stage=this.stage;
            balls_ary = [];
            for (var i:uint = 0; i < TOTAL_BALL_COUNT; i++ ) {
                var ball:Ball = new Ball(new Point(random1(), random1()),
                            new Point(int(random(1,BT_WIDTH)) , int(random(1,BT_HEIGHT))));                    
                balls_ary.push(ball);
            }
            
            bitmapData = new BitmapData(BT_WIDTH, BT_HEIGHT, false, 0x000000);
            bitmap = new Bitmap(bitmapData, "auto", true);
            addChild(bitmap);

            width = STAGE_W;
            height = STAGE_H;

            addEventListener(Event.ENTER_FRAME , update);
            stage.addEventListener(MouseEvent.MOUSE_UP , onMouseUp);
            count=uint(Math.random()*10);
            bomb();
        }
        
        private function onMouseUp(evt:MouseEvent):void {
            count++;
            bomb();
        }
        
        private function bomb():void {
            for (var i:uint  = 0; i < TOTAL_BALL_COUNT; i++ ) balls_ary[i].bomb();
        }
        
        private function update(evt:Event):void {
            for (var i:uint = 0; i < TOTAL_BALL_COUNT ; i++ ) balls_ary[i].update();
            
            render();
        }
        
        private function render():void {
            bitmapData.lock();
            for (var y:uint = 0; y < BT_HEIGHT; y++ ) {
                for (var x:uint = 0; x < BT_WIDTH; x++ ) {
                    var pixelsValue:int = 0;
                    for (var i:uint = 0; i < TOTAL_BALL_COUNT; i++ ) {
                        var ball:Ball = balls_ary[i];
                        pixelsValue += ball.currentRadius / (1 + ball.getPixelValue(x, y));
                    }
                    
                    bitmapData.setPixel(x, y, convertRGBColor(pixelsValue));
                }
            }
            bitmapData.unlock();
        }
        
        private function convertRGBColor(pixelsValue:int):Number {
            var rgb:int;
            switch(count% 6) {
                case 0:    rgb = getRGB(0, pixelsValue/2 , pixelsValue);                    break;
                case 1:    rgb = getRGB( pixelsValue, pixelsValue / 2, 0);                     break;
                case 2:    rgb = getRGB( pixelsValue, pixelsValue/3, pixelsValue/2);        break;    
                case 3:    rgb = getRGB( pixelsValue/2, pixelsValue*0.8, pixelsValue/5);    break;
                case 4:    rgb = getRGB( pixelsValue*0.8, pixelsValue/4, pixelsValue/7);    break;
                case 5:    rgb = getRGB(pixelsValue/6, pixelsValue/3 , pixelsValue*0.8);    break;
            }
            return rgb;
        }
                
        public static function shuffle(ary:Array):Array {
            var i :uint= ary.length;
            while (i--) {
                var j :uint= Math.floor(Math.random()*(i+1));
                var t :*= ary[i];
                ary[i] = ary[j];
                ary[j] = t;
            }
            return ary;
        }
        
        public static function getRGB(red : uint , green : uint , blue :uint):uint {
            return (Math.min(red, 255)<<16 | Math.min(green, 255)<< 8 | Math.min(blue, 255));
        }
        
        public static function random(min:Number , max:Number):Number {
            if (max == min) {
                return max;
            }else if (max < min) {
                var _temp: Number = max;
                max = min;
                min = _temp;
            }
            return Math.random() * (max - min) + min;
        }
        
        public static function random1(pct:Number = .5):int {
            return Math.random() < pct?1: -1;
        }
        
        public static function getPoint():Point {            
            return new Point(Metaball.BT_WIDTH * ( Metaball.stage.mouseX / Metaball.STAGE_W), Metaball.BT_HEIGHT * Metaball.stage.mouseY / Metaball.STAGE_H);
        }
    }
}

import flash.geom.Point;
    
class Ball {
    public var pixelX_ary:Array;
    public var pixelY_ary:Array;
    public var velocity:Point;
    public var position:Point;
    public var friction:Point;
    public var maxRadius:uint;
    public var currentRadius:uint;
    
    public function Ball(vel:Point , pos:Point) {
        velocity = vel;
        position = pos;
        reset();        
    }
    
    public function update():void {
        currentRadius += (maxRadius - currentRadius) / 10;
        position=position.add(velocity);
        velocity=velocity.subtract(friction);
        checkBorderline();
        setPixels();
    }
    
    private function checkBorderline():void {
        if (position.y > (Metaball.BT_HEIGHT + 10)) {
            reset();
            velocity.y = 1;
            position.y = -10;    
        }else if (position.y < -10) {
            reset();
            velocity.y = -1;
            position.y = Metaball.BT_HEIGHT + 10;        
        }
        
        if (position.x > (Metaball.BT_WIDTH+ 10)) {
            reset();
            position.x = -10;
            velocity.x = 1;
        }else if (position.x < -10) {
            reset();
            position.x = Metaball.BT_WIDTH + 10;    
            velocity.x = -1;            
        }
    }
    
    private function reset():void {
        friction=new Point(Metaball.random1() * Math.random() / 50 , Metaball.random1() * Math.random() / 50);
        currentRadius = Metaball.random( 5, 100);
        maxRadius = uint(Metaball.random(30000, 60000));
    }
    
    public function bomb():void {
        reset();
        position = Metaball.getPoint();
    }

    private function setPixels():void {
        pixelX_ary = [];
        pixelY_ary = [];
        for (var y:uint = 0; y < Metaball.BT_HEIGHT; y++ ) pixelY_ary[y] =  int((position.y - y)*(position.y - y));
        for (var x:uint = 0; x <  Metaball.BT_WIDTH; x++ ) pixelX_ary[x] = int((position.x - x)*(position.x - x));
    }
    
    public function getPixelValue(x:uint , y:uint):Number {return pixelX_ary[x] + pixelY_ary[y];}
    
}