Perlin Particles
PerlinParticles (10K)
PerlinNoise is generated with blue and red channels only.
Blue and red channels influence the x and y of particles.
@by Hasufel 2010
/**
* Copyright Hasufel ( http://wonderfl.net/user/Hasufel )
* MIT License ( http://www.opensource.org/licenses/mit-license.php )
* Downloaded from: http://wonderfl.net/c/33ea
*/
package {
//******************************************************
//PerlinParticles (10K)
//PerlinNoise is generated with blue and red channels only.
//Blue and red channels influence the x and y of particles.
//@by Hasufel 2010
//*****************************************************/
import flash.display.Bitmap;
import flash.display.BitmapData;
import flash.display.Sprite;
import flash.events.Event;
import flash.filters.BlurFilter;
import flash.geom.ColorTransform;
import flash.geom.Rectangle;
import flash.geom.Point;
import flash.utils.Timer;
import flash.utils.getTimer;
[SWF(width=465, height=465, backgroundColor=0,frameRate=60)]
public class PerlinParticles extends Sprite {
private const _stageW:uint = stage.stageWidth;
private const _stageH:uint = stage.stageHeight;
private const _point:Point = new Point(0,0);
private const _particlesNum:uint = 10000;
private const _particlesCols:Array = [0xff00ff,0xcc00ff,0x0099cc,0xcc6666,0xcccccc,0xff55AA];
private const _blurFilter:BlurFilter = new BlurFilter(16,16,4);
private const _numOct:uint = 4;
private const _perlinSize:uint = 32;
private const _ratioX:Number = (_stageW/_perlinSize)/_stageW;
private const _ratioY:Number = (_stageH/_perlinSize)/_stageH;
private var _perlinData:BitmapData = new BitmapData(_perlinSize,_perlinSize,false,0x000000);
private var _perlinBitmap:Bitmap = new Bitmap(_perlinData);
private var _renderData:BitmapData = new BitmapData(_stageW,_stageH,false,0x000000);
private var _renderRect:Rectangle = new Rectangle(0,0,_stageW,_stageH);
private var _renderBitmap:Bitmap = new Bitmap(_renderData);
private var _offsets:Array = new Array;
private var _freq:Vector.<uint> = new Vector.<uint>(_numOct*2,true);
private var _phase:Vector.<uint> = new Vector.<uint>(_numOct*2,true);
private var _particles:Vector.<Particle> = new Vector.<Particle>(_particlesNum,true);
public function PerlinParticles(){
addChild(_renderBitmap);
for (var i:uint=0;i<_numOct;i++) {
_offsets.push(new Point());
_freq[i] = Math.round(5*Math.random()+1);
_freq[i+1] = Math.round(6*Math.random()+1);
_phase[i] = Math.round(2*Math.PI*Math.random());
_phase[i+1] = Math.round(2*Math.PI*Math.random());
}
for (i=0;i<_particlesNum;i++){
createParticle(randomNumber(0,stage.stageWidth),randomNumber(0,stage.stageHeight),0,0,_particlesCols[randomNumber(0,_particlesCols.length-1)],i);
}
_perlinData.perlinNoise(_perlinSize,_perlinSize,4,128,true,false,7,false,_offsets);
_perlinBitmap.transform.colorTransform = new ColorTransform(1,0,1,1); //remove green channel
addEventListener(Event.ENTER_FRAME, renderDisplay);
}
private function renderDisplay(e:Event):void {
var t:Number = getTimer()*.0001;
for (var i:uint=0;i<_numOct;i++) {
_offsets[i].x = _perlinSize*Math.cos(_freq[i]*t+_phase[i]);
_offsets[i].y = _perlinSize*Math.sin(_freq[i+1]*t+_phase[i+1]);
}
_perlinData.perlinNoise(_perlinSize,_perlinSize,_numOct,128,true,false,7,false,_offsets);
var r:uint = _particlesNum;
_renderData.applyFilter(_renderData,_renderRect,_point,_blurFilter);
_renderData.lock();
while(r--) {
var v:Particle=_particles[r];
if (v.y>_stageH || v.y<0 || v.x>_stageW || v.x<0){
v.x=randomNumber(0,_stageW);
v.y=randomNumber(0,_stageH);
v.vx=0;
v.vy=0;
}
var c:uint = _perlinData.getPixel(v.x*_ratioX,v.y*_ratioY);
var red:uint = Number(c>>16);
var blue:uint = Number(c&0xFF);
v.vx += 48-red;
v.vy += 48-blue;
v.x+= v.vx *.005;
v.y+= v.vy *.005;
_renderData.setPixel(v.x,v.y,v.c);
}
_renderData.unlock();
}
private function createParticle(xx:uint,yy:uint,vx:Number,vy:Number,c:uint, i:uint):void {
var p:Particle=new Particle();
setProps(p, {x:xx,y:yy,vx:vx,vy:vy,c:c});
_particles[i] = p;
}
private function setProps(o:*,p:Object):void {
for (var k:String in p) {o[k]=p[k];}
}
private function randomNumber(low:int, high:int):int{
return Math.round(Math.random() * (high - low) + low);
}
}
}
class Particle {
public var x:uint;
public var y:uint;
public var vx:int;
public var vy:int;
public var c:uint;
}