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

forked from: Force Field with Bresenham's line and Sparkle

/**
 * Copyright forker ( http://wonderfl.net/user/forker )
 * MIT License ( http://www.opensource.org/licenses/mit-license.php )
 * Downloaded from: http://wonderfl.net/c/6VRJ
 */

// forked from Saqoosha's Force Field with Bresenham's line and Sparkle
// forked from Saqoosha's Force Field with Bresenham's line
// forked from Saqoosha's Force Field
package {
    
    import __AS3__.vec.Vector;
    
    import flash.display.Bitmap;
    import flash.display.BitmapData;
    import flash.display.BlendMode;
    import flash.display.PixelSnapping;
    import flash.display.Sprite;
    import flash.display.StageQuality;
    import flash.events.Event;
    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.Timer;
    import flash.utils.getTimer;
    
    import frocessing.color.ColorHSV;
    
    [SWF(backgroundColor=0x0, frameRate=60)]
    
    public class ForceField3 extends Sprite {
        
        private static const ZERO_POINT:Point = new Point();
        var _mochiads_game_id:String = "d63db218b3e21b73";
        private static const MAP_SCALE:Number = 0.25;
        private static const TRAIL_SCALE:Number = 2;
        private static const DRAW_SCALE:Number = 0.5;
        
        private var _timer:Timer;
        private var _seed:Number = new Date().getTime();
        private var _offsets:Array = [new Point(), new Point()];
        private var _forcemap:BitmapData;
        private var _count:int = 0;
        
        private var _particles:Vector.<Particle>;
        private var _canvas:BitmapData;
        private var _fade:BitmapData;
        private var _darken:ColorMatrixFilter = new ColorMatrixFilter([
            1, 0, 0, 0, -2,
            0, 1, 0, 0, -2,
            0, 0, 1, 0, -2,
            0, 0, 0, 1,  0
        ]);
        private var _blur:BlurFilter = new BlurFilter(2, 2, 1);
        private var _sparkle:BitmapData;
        private var _sparkleDrawMatrix:Matrix = new Matrix(0.25, 0, 0, 0.25, 0, 0);
        
        private var _drawMatrix:Matrix = new Matrix(DRAW_SCALE, 0, 0, DRAW_SCALE, 0, 0);
        private var _drawColor:ColorTransform = new ColorTransform(0.1, 0.1, 0.1);
        
        public function ForceField3() {
            this.stage.quality = StageQuality.MEDIUM;
            
            this._timer = new Timer(500, 0);
            this._timer.addEventListener(TimerEvent.TIMER, this._onTimer);
            this._timer.start();
            this._forcemap = new BitmapData(475 * MAP_SCALE, 475 * MAP_SCALE, false, 0x0);
            
            this._particles = new Vector.<Particle>();
            
            this._fade = new BitmapData(475 * DRAW_SCALE, 475 * DRAW_SCALE, false, 0x0);
            var bm:Bitmap = this.addChild(new Bitmap(this._fade, PixelSnapping.AUTO, true)) as Bitmap;
            bm.scaleX = bm.scaleY = 1 / DRAW_SCALE;
            
            this._canvas = new BitmapData(475, 475, true, 0x0);
            var b:Bitmap = this.addChild(new Bitmap(this._canvas)) as Bitmap;
            b.blendMode = BlendMode.ADD;
            
            this._sparkle = new BitmapData(118, 118, true, 0x0);
            b = this.addChild(new Bitmap(this._sparkle)) as Bitmap;
            b.smoothing = true;
            b.blendMode = BlendMode.ADD;
            b.scaleX = b.scaleY = 4;
            
            this.addEventListener(Event.ENTER_FRAME, this._onEnterFrame);

        }
        
        private function _onTimer(e:TimerEvent = null):void {
            var t:int = getTimer();
            this._offsets[0].x = t / 20;
            this._offsets[1].y = t / 35;
            this._forcemap.perlinNoise(150, 150, 2, this._seed, true, true, 3, false, this._offsets);
        }
        
        private var color:ColorHSV = new ColorHSV(0, 0.5); 
        private function _onEnterFrame(e:Event):void {
            var n:int = 10;
            while (n--) {
                var a:Number = getTimer() / 1000 + Math.random() * Math.PI;
                color.h = (getTimer() / 20000) * 360;
                var p:Particle = new Particle(237, 237, Math.cos(a), Math.sin(a), color.value);
                this._particles.push(p);
            }
            
//            var g:Graphics = this._canvas.graphics;
//            g.clear();
            
            this._canvas.lock();
            this._canvas.fillRect(this._canvas.rect, 0x0);
            
            n = this._particles.length;
            while (n--) {
                p = this._particles[n];
                var c:uint = this._forcemap.getPixel(p.x * MAP_SCALE, p.y * MAP_SCALE);
                p.vx += (((c >> 16) & 0xff) - 0x80) / 0x80 * 0.2;
                p.vy += (((c >> 8) & 0xff) - 0x80) / 0x80 * 0.2;
                p.x += p.vx;
                p.y += p.vy;
                p.life -= 0.005;
                if (p.life < 0 || p.x < -50 || p.x > 525 || p.y < -50 || p.y > 525) {
                    this._particles.splice(n, 1);
                } else {
                    this._drawLine(p.x, p.y, p.x - (p.x - p.px) * TRAIL_SCALE, p.y - (p.y - p.py) * TRAIL_SCALE, p.color, 0.5 * p.life);
                    p.px = p.x;
                    p.py = p.y;
                }
            }
            
            this._canvas.unlock();
            
            this._sparkle.lock();
            this._sparkle.fillRect(this._sparkle.rect, 0x0);
            this._sparkle.draw(this._canvas, this._sparkleDrawMatrix);
            this._sparkle.unlock();
            
            if (this._count & 1) {
                this._fade.lock();
                this._fade.draw(this._canvas, this._drawMatrix, this._drawColor, BlendMode.ADD);
                this._fade.applyFilter(this._fade, this._fade.rect, ZERO_POINT, this._blur);
                this._fade.unlock();
            }
            if (this._count & 0x4) {
                this._onTimer();
            }
            this._count++;
        }
        
        private function _drawLine(x0:int, y0:int, x1:int, y1:int, color:int, alpha:Number):void {
            var steep:Boolean = Math.abs(y1 - y0) > Math.abs(x1 - x0);
            var tmp:int;
            if (steep) {
                tmp = x0;
                x0 = y0;
                y0 = tmp;
                tmp = x1;
                x1 = y1;
                y1 = tmp;
            }
            if (x0 > x1) {
                tmp = x0;
                x0 = x1;
                x1 = tmp;
                tmp = y0;
                y0 = y1;
                y1 = tmp;
            }
            var deltax:int = x1 - x0;
            var deltay:int = Math.abs(y1 - y0);
            var error:int = deltax / 2;
            var ystep:int;
            var y:int = y0;
            if (y0 < y1) {
                ystep = 1;
            } else {
                ystep = -1;
            }
            for (var x:int = x0; x <= x1; x++) {
                if (steep) {
                    this._canvas.setPixel32(y, x, color | ((alpha * 0xff) << 24));
                } else {
                    this._canvas.setPixel32(x, y, color | ((alpha * 0xff) << 24));
                }
                error = error - deltay;
                if (error < 0) {
                    y = y + ystep;
                    error = error + deltax;
                }
            }
        }
    }
}



class Particle {
    public var x:Number = 0;
    public var y:Number = 0;
    public var px:Number = 0;
    public var py:Number = 0;
    public var vx:Number = 0;
    public var vy:Number = 0;
    public var life:Number = 2;
    public var color:uint = 0xffffff;
    public function Particle(x:Number = 0, y:Number = 0, vx:Number = 0, vy:Number = 0, color:uint = 0xffffff) {
        this.x = this.px = x;
        this.y = this.py = y;
        this.vx = vx;
        this.vy = vy;
        this.color = color;
    }
}