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[Stardust] Fireworks

Stardust Particle Engine
* 
* Homepage
* 	http://code.google.com/p/stardust-particle-engine/
* 
* Documentation
* 	http://stardust-particle-engine.googlecode.com/svn/trunk/docs/index.html
* 
* PDF Manual
* 	http://stardust-particle-engine.googlecode.com/svn/trunk/manual/Stardust%20Particle%20Engine%20Manual.pdf
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by cjcat2266 11 Sep 2009
/**
 * Copyright cjcat2266 ( http://wonderfl.net/user/cjcat2266 )
 * MIT License ( http://www.opensource.org/licenses/mit-license.php )
 * Downloaded from: http://wonderfl.net/c/5MfO
 */

/**
 * Stardust Particle Engine
 * 
 * Homepage
 * 	http://code.google.com/p/stardust-particle-engine/
 * 
 * Documentation
 * 	http://stardust-particle-engine.googlecode.com/svn/trunk/docs/index.html
 * 
 * PDF Manual
 * 	http://stardust-particle-engine.googlecode.com/svn/trunk/manual/Stardust%20Particle%20Engine%20Manual.pdf
 */

package {
	import flash.display.Bitmap;
	import flash.display.BitmapData;
	import flash.display.Sprite;
	import flash.events.Event;
	import flash.geom.ColorTransform;
	import idv.cjcat.stardust.common.clocks.ImpulseClock;
	import idv.cjcat.stardust.common.events.EmitterEvent;
	import idv.cjcat.stardust.twoD.renderers.PixelRenderer;
	
	[SWF(backgroundColor="#000000", frameRate=60)]
	
	public class Main extends Sprite {
		
		private const PARTICLE_COUNT:int = 50;
		
		private var emitter:FireworksEmitter;
		private var canvasBMP:Bitmap;
		private var fadeBMP:Bitmap;
		
		public function Main():void {
			canvasBMP = new Bitmap(new BitmapData(465, 465, true, 0));
			fadeBMP = new Bitmap(new BitmapData(465, 465, false, 0));
			addChild(fadeBMP);
			addChild(canvasBMP);
			
			var clock:ImpulseClock = new ImpulseClock(PARTICLE_COUNT);
			emitter = new FireworksEmitter(clock);
			var renderer:PixelRenderer = new PixelRenderer(canvasBMP.bitmapData);
			renderer.addEmitter(emitter);
			
			emitter.addEventListener(EmitterEvent.EMITTER_EMPTY, clock.impulse);
			addEventListener(Event.ENTER_FRAME, mainLoop);
		}
		
		private var fade:ColorTransform = new ColorTransform(1, 1, 1, 1, 0, -200, -200, -10);
		private function mainLoop(e:Event):void {
			fadeBMP.bitmapData.draw(canvasBMP.bitmapData);
			fadeBMP.bitmapData.colorTransform(fadeBMP.bitmapData.rect, fade);
			
			canvasBMP.bitmapData.fillRect(canvasBMP.bitmapData.rect, 0);
			emitter.step();
		}
	}
}

//------------------------------------------------------------------------------------------------

import flash.display.Shape;
import idv.cjcat.stardust.common.actions.Age;
import idv.cjcat.stardust.common.actions.AlphaCurve;
import idv.cjcat.stardust.common.actions.CompositeAction;
import idv.cjcat.stardust.common.actions.DeathLife;
import idv.cjcat.stardust.common.actions.triggers.DeathTrigger;
import idv.cjcat.stardust.common.clocks.Clock;
import idv.cjcat.stardust.common.initializers.Color;
import idv.cjcat.stardust.common.initializers.Life;
import idv.cjcat.stardust.common.initializers.Mask;
import idv.cjcat.stardust.common.math.UniformRandom;
import idv.cjcat.stardust.twoD.actions.Gravity;
import idv.cjcat.stardust.twoD.actions.Move;
import idv.cjcat.stardust.twoD.actions.Spawn;
import idv.cjcat.stardust.twoD.emitters.Emitter2D;
import idv.cjcat.stardust.twoD.fields.UniformField;
import idv.cjcat.stardust.twoD.initializers.Position;
import idv.cjcat.stardust.twoD.initializers.Velocity;
import idv.cjcat.stardust.twoD.zones.LazySectorZone;
import idv.cjcat.stardust.twoD.zones.SinglePoint;

//------------------------------------------------------------------------------------------------

//I have no idea why this line must be added in order to compile successfully on Wonderfl.
//Just ignore this class :p
class BugFixer extends Shape { public function BugFixer() { } }

//------------------------------------------------------------------------------------------------

class FireworksEmitter extends Emitter2D {
	
	public function FireworksEmitter(clock:Clock) {
		super(clock);
		
		//initializers
		addInitializer(new Mask(1));
		addInitializer(new Color(0xFFFFFF));
		addInitializer(new Life(new UniformRandom(70, 20)));
		addInitializer(new Velocity(new LazySectorZone(1.5, 1)));
		addInitializer(new Position(new SinglePoint(232.5, 150)));
		
		//spawned particle initializers
		var spawn:Spawn = new Spawn(new UniformRandom(20, 0));
		spawn.addInitializer(new Mask(2));
		spawn.addInitializer(new Color(0xFFFFFF));
		spawn.addInitializer(new Life(new UniformRandom(20, 15)));
		spawn.addInitializer(new Velocity(new LazySectorZone(1, 0.5)));
		
		//actions
		var gravity:Gravity = new Gravity();
		gravity.addField(new UniformField(0, 0.02));
		
		var commonActions:CompositeAction = new CompositeAction();
		commonActions.mask = 1 | 2;
		commonActions.addAction(gravity);
		commonActions.addAction(new Age());
		commonActions.addAction(new DeathLife());
		commonActions.addAction(new Move());
		
		var trigger:DeathTrigger = new DeathTrigger();
		trigger.mask = 1;
		trigger.addAction(spawn);
		
		addAction(commonActions);
		addAction(trigger);
	}
}