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FlowSimulation3D [ff]




package 
{
    import flash.display.*;
    import flash.geom.*;
    import flash.events.*;
    import flash.utils.*;
    import flash.geom.*;
    import net.hires.debug.Stats;
    
    
    public class FlowSimulation3D extends Sprite 
    {
        private const NUM_PARTICLE:uint = 20;
        private const SW:Number = stage.stageWidth;
        private const SH:Number = stage.stageHeight;        
        private var world:Sprite        = new Sprite();
        private var bmpData:BitmapData  = new BitmapData( 465, 465, false, 0xFFFFFF );
        private var forceMap:BitmapData = new BitmapData( 233, 233, false, 0xFFFFFF );
        private var randomSeed:uint     = Math.floor( Math.random() * 0xFFFF );
        private var rect:Rectangle      = new Rectangle( 0, 0, 465, 465 );
        private var seed:Number         = Math.floor( Math.random() * 0xFFFF );
        private var offset:Array        = [new Point(), new Point()];
        private var particleList:Vector.<Particle> = new Vector.<Particle>(NUM_PARTICLE, true);
        private var colorTransform:ColorTransform  = new ColorTransform( 0.5, 0.5, 0.5, 1.0 );
        private var timer:Timer;

        public function FlowSimulation3D() 
        {             
            stage.align = StageAlign.TOP_LEFT;
            stage.scaleMode = StageScaleMode.NO_SCALE;
            stage.quality = StageQuality.BEST;
            stage.frameRate = 90;            
            addChild(new Bitmap( bmpData )) as Bitmap;
            //addChild(new Bitmap( forceMap )) as Bitmap;
            
            resetFunc();

            for (var i:uint = 0; i < NUM_PARTICLE; i++) 
            {
                var px:Number = Math.random() * SW;
                var py:Number = Math.random() * SH;
                var pz:Number = Math.random() * SW * 2 - SW;
                particleList[i] = new Particle(px, py, pz);
                world.addChild(particleList[i]);
            }
            
            addEventListener( Event.ENTER_FRAME, loop );
            
            var timer:Timer = new Timer(500)
            timer.addEventListener(TimerEvent.TIMER, resetFunc);
            timer.start();
            
            addChild(new Stats);
        }
        
        private function loop( e:Event ):void 
        {           
            var len:uint = particleList.length;
            var col:Number
            
            for (var i:uint = 0; i < len; i++) 
            {                
                var dots:Particle = particleList[i];
                
                col      =  forceMap.getPixel( dots.x >> 1, dots.y >> 1);
                dots.ax +=  ( (col >> 8 & 0xff) - 128 ) * .0005;
                dots.ay +=  ( (col >> 4  & 0xff) - 128 ) * .0005;
                dots.az +=  ( (col >> 16  & 0xff) - 128 ) * .0005;
                dots.vx +=  dots.ax;
                dots.vy +=  dots.ay;
                dots.vz +=  dots.az;
                dots.x  +=  dots.vx;
                dots.y  +=  dots.vy;
                dots.z  +=  dots.vz;
                dots.rotationX += dots.vx;
                dots.rotationY += dots.vy;
                dots.rotationZ -= dots.vz;

                var _posX:Number = dots.x;
                var _posY:Number = dots.y;
                var _posZ:Number = dots.z;
                    
                dots.ax *= .95;
                dots.ay *= .95;
                dots.az *= .95;
                dots.vx *= .90;
                dots.vy *= .90;
                dots.vz *= .90;
                
                ( _posX > SW ) ? dots.x = 0 :
                    ( _posX < 0 ) ? dots.x = SW : 0;
                ( _posY > SH ) ? dots.y = 0 :
                    ( _posY < 0 ) ? dots.y = SH : 0;
                ( _posZ > SW ) ? dots.z = -SW :
                    ( _posZ < -SW ) ? dots.z = SW : 0;
            }
            
            bmpData.colorTransform(rect, colorTransform);
            bmpData.draw(world);
        }
        
        private function resetFunc(e:Event = null):void{
            forceMap.perlinNoise(233, 233, 3, seed, false, false, 1|2|4|0, false, offset );
            offset[0].x += 1.5;
            offset[1].y += 1;
            seed = Math.floor( Math.random() * 0xFFFFFF );
        }
    }
}



import flash.display.Sprite;

class Particle extends Sprite{
    public var vx:Number = 0;
    public var vy:Number = 0;
    public var vz:Number = 0;
    public var ax:Number = 0;
    public var ay:Number = 0;
    public var az:Number = 0;

    function Particle( x:Number, y:Number, z:Number ) {
        this.x = x;
        this.y = y;
        this.z = z;
        
        graphics.beginFill(0xFFFFFF); 
        graphics.drawCircle(0,0,10);
        graphics.endFill();
    }
}