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

forked from: forked from: [Stardust] Rain

雨を降らせてみた。
@author paq89
/**
 * Copyright die ( http://wonderfl.net/user/die )
 * MIT License ( http://www.opensource.org/licenses/mit-license.php )
 * Downloaded from: http://wonderfl.net/c/2WLx
 */

// forked from hacker_xw98g3ja's forked from: [Stardust] Rain
// forked from paq's [Stardust] Rain
package 
{
    import flash.display.Bitmap;
    import flash.display.BitmapData;
    import flash.display.BitmapDataChannel;
    import flash.display.Graphics;
    import flash.display.Sprite;
    import flash.events.Event;
    import flash.events.MouseEvent;
    import flash.events.TimerEvent;
    import flash.filters.BlurFilter;
    import flash.filters.ColorMatrixFilter;
    import flash.geom.ColorTransform;
    import flash.geom.Matrix;
    import flash.geom.Point;
    import flash.utils.getTimer;
    import flash.utils.Timer;
    import idv.cjcat.stardust.common.clocks.SteadyClock;
    import idv.cjcat.stardust.common.emitters.Emitter;
    import idv.cjcat.stardust.twoD.renderers.DisplayObjectRenderer;
    
    /**
     * 雨を降らせてみた。
     * @author paq89
     */
    
    [SWF(width = 465, height = 465, backgroundColor = 0x000000, frameRate = 60)]
    public class Main extends Sprite 
    {
        private static const ZERO_POINT:Point = new Point(0, 0);
        
        private var bmpd:BitmapData            = new BitmapData(465, 465, true, 0);
        private var bmp:Bitmap                = new Bitmap(bmpd);
        private var container:Sprite        = new Sprite();
        private var obstacle:Obstacle        = new Obstacle();
        private var emitter:Emitter            = new RainEmitter(new SteadyClock(2), obstacle);
        private var blur:BlurFilter            = new BlurFilter(1.5, 1.5, 1);
        private var color:ColorMatrixFilter = new ColorMatrixFilter([
            1, 0, 0, 0, -5,
            0, 1, 0, 0, -5,
            0, 0, 1, 0, -5,
            0, 0, 0, 1, 0
        ]);
        
        public function Main():void 
        {
            if (stage) init();
            else addEventListener(Event.ADDED_TO_STAGE, init);
        }
        
        private function init(e:Event = null):void 
        {
            removeEventListener(Event.ADDED_TO_STAGE, init);
            
            var background:Sprite = new Sprite();
            var g:Graphics = background.graphics;
            g.beginFill(0x000000);
            g.drawRect(0, 0, 465, 465);
            
            var renderer:DisplayObjectRenderer = new DisplayObjectRenderer(container);
            renderer.addEmitter(emitter);;
            
            addChild(background);
            addChild(bmp);
            addChild(obstacle)
            stage.addEventListener(Event.ENTER_FRAME, loop);
            stage.addEventListener(MouseEvent.MOUSE_MOVE, onMouseMove);
        }
        
        private function loop(e:Event):void
        {
            emitter.step();
            bmpd.applyFilter(bmpd, bmpd.rect, ZERO_POINT, color);
            bmpd.applyFilter(bmpd, bmpd.rect, ZERO_POINT, blur);
            bmpd.draw(container);
        }
        
        private function onMouseMove(e:MouseEvent):void
        {
            obstacle.x = stage.mouseX;
            obstacle.y = stage.mouseY;
            obstacle.circleDeflector.x = obstacle.x;
            obstacle.circleDeflector.y = obstacle.y;
            RainEmitter(emitter).circleZone.x = obstacle.x;
            RainEmitter(emitter).circleZone.y = obstacle.y;
            if (e) e.updateAfterEvent();
        }
    }
    
}

import flash.display.Sprite;
import flash.display.BitmapData;
import flash.events.MouseEvent;
import frocessing.color.ColorHSV;
import idv.cjcat.stardust.common.actions.CompositeAction;
import idv.cjcat.stardust.common.actions.triggers.DeathTrigger;
import idv.cjcat.stardust.common.clocks.Clock;
import idv.cjcat.stardust.common.initializers.CollisionRadius;
import idv.cjcat.stardust.common.initializers.Mask;
import idv.cjcat.stardust.common.initializers.Mass;
import idv.cjcat.stardust.common.initializers.Scale;
import idv.cjcat.stardust.common.math.UniformRandom;
import idv.cjcat.stardust.twoD.actions.DeathZone;
import idv.cjcat.stardust.twoD.actions.Deflect;
import idv.cjcat.stardust.twoD.actions.Gravity;
import idv.cjcat.stardust.twoD.actions.Move;
import idv.cjcat.stardust.twoD.actions.Oriented;
import idv.cjcat.stardust.twoD.actions.Spawn;
import idv.cjcat.stardust.twoD.actions.SpeedLimit;
import idv.cjcat.stardust.twoD.deflectors.CircleDeflector;
import idv.cjcat.stardust.twoD.emitters.Emitter2D;
import idv.cjcat.stardust.twoD.fields.BitmapField;
import idv.cjcat.stardust.twoD.fields.UniformField;
import idv.cjcat.stardust.twoD.initializers.DisplayObjectClass;
import idv.cjcat.stardust.twoD.initializers.Position;
import idv.cjcat.stardust.twoD.initializers.Velocity;
import idv.cjcat.stardust.twoD.zones.CircleZone;
import idv.cjcat.stardust.twoD.zones.LazySectorZone;
import idv.cjcat.stardust.twoD.zones.Line;
import idv.cjcat.stardust.twoD.zones.RectZone;
import idv.cjcat.stardust.twoD.zones.SinglePoint;

class RainEmitter extends Emitter2D
{
    private var _circleZone:CircleZone = new CircleZone(0,0,50);
    
    public function RainEmitter(clock:Clock, obstacle:Obstacle)
    {
        super(clock);
            
        var spawn:Spawn = new Spawn(new UniformRandom(3, 1));
        var lazySector:LazySectorZone = new LazySectorZone(2.5, 1.5);
        lazySector.direction.set(0, 1);
        lazySector.directionVar = 70;
        spawn.addInitializer(new Velocity(lazySector));
        spawn.addInitializer(new Position(new SinglePoint(0, -10)));
        spawn.addInitializer(new Mask(2));
        spawn.addInitializer(new DisplayObjectClass(Rain));
        spawn.addInitializer(new Scale(new UniformRandom(1, 0.8)));
        
        addInitializer(new Mask(1));
        addInitializer(new DisplayObjectClass(Rain));
        addInitializer(new Position(new Line(0, 0, 465, 0)));
        addInitializer(new Scale(new UniformRandom(0.2, 1)));
        
        var gravity:Gravity = new Gravity();
        gravity.addField(new UniformField(0, 0.2));
        var deflect:Deflect = new Deflect();
        deflect.addDeflector(obstacle.circleDeflector);
        var commonActions:CompositeAction = new CompositeAction();
        commonActions.mask = 1 | 2;
        commonActions.addAction(gravity);
        commonActions.addAction(deflect);
        commonActions.addAction(new Move());
        commonActions.addAction(new Oriented());
        commonActions.addAction(new DeathZone(new RectZone(0, 0, 465, 465), true));
        commonActions.addAction(new DeathZone(_circleZone, false));
        addAction(commonActions);
        
        var deathTrigger:DeathTrigger = new DeathTrigger();
        deathTrigger.addAction(spawn);
        var dripActions:CompositeAction = new CompositeAction();
        dripActions.mask = 1;
        dripActions.addAction(deathTrigger);
        addAction(dripActions);
    }
    
    public function get circleZone():CircleZone { 
        return _circleZone;
    }
    
    public function set circleZone(value:CircleZone):void 
    {
        _circleZone = value;
    }
}

class Obstacle extends Sprite {
    
    public var circleDeflector:CircleDeflector
    
    public function Obstacle() {
        x = 465 / 2;
        y = 465 / 2;
        graphics.lineStyle(1, 0xFFFFFF, 0.5);
        //graphics.beginFill(0xFFFFFF, 0.25);
        graphics.drawCircle(0, 0, 50);
        circleDeflector = new CircleDeflector(x, y, 50);
        circleDeflector.bounce = 0;
    }
}

class Rain extends Sprite 
{
    static private var col:int = 20;
    public function Rain():void 
    {
        var color:ColorHSV = new ColorHSV(col+Math.random()*60>>0, 0.7);
        graphics.beginFill(color.value);
        graphics.drawRect(0, 0, 2, 10);
    }
}