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

forked from: 重力+パーティクル

/**
 * Copyright sweetman ( http://wonderfl.net/user/sweetman )
 * MIT License ( http://www.opensource.org/licenses/mit-license.php )
 * Downloaded from: http://wonderfl.net/c/4VVv
 */

// forked from keno42's 重力+パーティクル
package  
{
    import flash.display.Sprite;
    import flash.events.Event;
    import flash.display.Bitmap;
    import flash.display.BitmapData;
    import flash.events.MouseEvent;
    import flash.filters.BlurFilter;
    import flash.filters.ColorMatrixFilter;
    import flash.filters.GlowFilter;
    import flash.geom.Matrix;
    import flash.geom.Point;
        [SWF(width = "465", height = "465", backgroundColor = "44", fps = "30")]
    public class Particles extends Sprite
    {
        private var NUM:int = 200;
        private var p:Particle = new Particle();
        private var bd:BitmapData = new BitmapData(465, 465,true,0);
        private var m:Matrix = new Matrix(1, 0, 0, 1,0,0);
        public function Particles() 
        {
            var bmp:Bitmap = new Bitmap(bd);
            bd.fillRect(bd.rect, 0xFF000000);
            addChild(bmp);
            for ( var i:int = 0; i < NUM; i++ ) {
                var next:Particle = p;
                p = new Particle();
                p.next = next;
                addChild( p );
            }
            addEventListener(Event.ENTER_FRAME, onEnterFrame);
            stage.addEventListener(MouseEvent.MOUSE_DOWN, onDown);
            stage.addEventListener(MouseEvent.MOUSE_UP, onUp);
            stage.addEventListener(Event.MOUSE_LEAVE, onUp);
        }
        private var isDown:Boolean = false;
        private function onDown(e:MouseEvent):void {
            isDown = true;
        }
        private function onUp(e:Event):void {
            isDown = false;
        }
        private function onEnterFrame(e:Event):void {
            if ( !stage ) return;
            var current:Particle = this.p;
            var p:Point = isDown?new Point(stage.mouseX, stage.mouseY):null;
            do{
                current.update(p);
            } while( current = current.next ) 
            bd.applyFilter(bd, bd.rect, new Point(), new ColorMatrixFilter([
                0.9994, 0, 0, 0, 0,
                0, 0.9994, 0, 0, 0,
                0, 0, 0.9994, 0, 0,
                0, 0, 0, 0.9994, 0,
            ]));
            bd.draw(stage);
            bd.applyFilter(bd, bd.rect, new Point(), new BlurFilter(4,4,2));
        }
        
    }
    
}
import flash.display.*;
import flash.geom.Point;

class Particle extends Sprite {
    public var next:Particle;
    private var vx:Number;
    private var vy:Number;
    private var vz:Number;
    public function Particle() {
        graphics.beginFill(0x8888| 0xFFFFFF * Math.random(), 1);
        graphics.drawRect(0, 0, 2, 2);
                init();
        }
        private function init():void{
        var theta:Number = Math.random() * Math.PI * 2;
        var phi:Number = Math.random() * Math.PI;
                // x,y,z: 初期位置の単位ベクトル
        x = Math.cos(theta) * Math.sin(phi);
        y = Math.sin(theta) * Math.sin(phi);
        z = Math.cos(phi);
                // px, py, pz: ランダム速度
        var px:Number = Math.random()-0.5;
        var py:Number = Math.random()-0.5;
        var pz:Number = Math.random()-0.5;
                // i: 速度の原点方向の成分の大きさ
        var i:Number =px * x + py * y + pz * z;
        px -= i * x;
        py -= i * y;
        pz -= i * z;
        var p:Number = 1 / Math.sqrt(px * px + py * py + pz * pz);
        px *= p;
        py *= p;
        pz *= p;
                // px, py, pz: 正規化完了
//        trace( x, y, z, px, py, pz, x * px + y * py + z * pz );
        
        var r:Number = 50; // 初期半径
        var v:Number = 2.39; // 初期速度
        x = 232 + r * x; // 232:wonderfl的中心座標
        y = 232 + r * y;
        z = r * z;
        vx = px * v;
        vy = py * v;
        vz = pz * v;
        this.blendMode = "add";
    }
    public function update(p:Point):void {
        if ( !p ) p = new Point(232, 232);
        var px:Number = x - p.x;
        var py:Number = y - p.y;
        var r:Number = 1000 / Math.pow(px*px+py*py+z*z,1.5);
        vx -= px * r;
        vy -= py * r;
        vz -= z * r;
        
        x += vx;
        y += vy;
        z += vz;
                if( x > 1465 || x < -1000 ){
                    init();
                }
    }
}