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

forked from: forked from: 10万個ぱーてぃくる - 軽く高速化

Noiseを表示、色と流れを観察
// forked from beinteractive's forked from: 10万個ぱーてぃくる - 軽く高速化
// forked from bkzen's 10万個ぱーてぃくる
// Noiseを表示、色と流れを観察
package  
{
	import flash.display.Sprite;
	import flash.display.StageAlign;
	import flash.display.StageScaleMode;
        import flash.display.Bitmap;
	import flash.events.Event;
	import flash.events.MouseEvent;
	import net.hires.debug.Stats;
	
	/**
	 * なんかいっぱい動かすテスト
	 * 洗濯機みたいになってます。
	 * @author jc at bk-zen.com
	 */
	[SWF(backgroundColor = "0x000000", frameRate = "30")]
	public class Test3 extends Sprite
	{
		protected const NUM_OF_PARTICLES: int = 100000;
		private var main: TestMain;
		private var bmp:Bitmap;
		
		public function Test3() 
		{
			if (stage) init();
			else addEventListener(Event.ADDED_TO_STAGE, init);
		}
		
		private function init(e:Event = null):void 
		{
			removeEventListener(Event.ADDED_TO_STAGE, init);
			//
			main = new TestMain(stage.stageWidth, stage.stageHeight, NUM_OF_PARTICLES);
			bmp = new Bitmap(main.forceMap);
			bmp.x = 315;
			bmp.width = bmp.height = 150;
			addChild(main.view);
			addChild(bmp);
			addChild(new Stats());
			stage.scaleMode = StageScaleMode.NO_SCALE;
			stage.align = StageAlign.TOP_LEFT;
			stage.addEventListener(Event.RESIZE, onResize);
			stage.addEventListener(MouseEvent.CLICK, onClick);
			addEventListener(Event.ENTER_FRAME, onEnter);
			
		}
		
		private function onClick(e:MouseEvent):void 
		{
			main.change();
			bmp = new Bitmap(main.forceMap);
		}
		
		private function onEnter(e:Event):void 
		{
			main.draw(mouseX, mouseY);
		}
		// りサイズ (未実装)
		private function onResize(e:Event):void 
		{
			main.resize(stage.stageWidth, stage.stageHeight);
		}
	}
}

import flash.display.Bitmap;
import flash.display.BitmapData;
import flash.geom.ColorTransform;
import flash.geom.Point;
import flash.utils.ByteArray;
class TestMain
{
	private var w: int;
	private var h: int;
	private var mw: int;
	private var mh: int;
	public var view: Bitmap;
	private var bmpData: BitmapData;
	public var forceMap: BitmapData;
	private var randomSeed: int;
	private var particles: Particle;
	private var num: int;
	private var color: uint = 0xF0F0FF;
	private var count: int = 0;
	private var colorTr: ColorTransform;
	
	public function TestMain(w: int, h: int, numOfParticles: int)
	{
		this.w = w;
		mw = w >> 1;
		this.h = h;
		mh = h >> 1;
		bmpData = new BitmapData(w, h, false, 0x00000000);
		forceMap = new BitmapData(mw, mh, false);
		forceMap.perlinNoise(mw >> 1, mh >> 1, 4, Math.random() * 0xFFFF, false, true, 3);
		view = new Bitmap(bmpData);
		num = numOfParticles;
		var i: int;
		var prev: Particle = particles = new Particle();
		var p: Particle;
		while (++i <= num)
		{
			p = new Particle();
			p.x = Math.random() * w;
			p.y = Math.random() * h;
			prev.next = p;
			prev = p;
		}
		colorTr = new ColorTransform(1, 1, 1, 1, -32, -16, -16);
	}
	// 描画、マウスの判定を後で追加予定
	public function draw(mouseX: Number, mouseY: Number): void
	{
		var p: Particle = particles;
		var col: uint;
		bmpData.lock();
		bmpData.colorTransform(bmpData.rect, colorTr);
		while ((p = p.next) != null)
		{
			col = forceMap.getPixel(p.x >> 1, p.y >> 1);
			p.x += (p.vx = p.vx * 0.98 + (( col >> 16 & 0xff)-128) * 0.004);
			p.y += (p.vy = p.vy * 0.98 + (( col >> 8 & 0xff)-128) * 0.004);
			if (p.x < 0) p.x += w;
			else if (p.x >= w) p.x -= w;
			if (p.y < 0) p.y += h;
			else if (p.y >= h) p.y -= h;
			bmpData.setPixel(p.x >> 0, p.y >> 0, color);
		}
		bmpData.unlock();
	}
	
	public function change(): void
	{
		forceMap.perlinNoise(mw, mh, 4, Math.random() * 0xFFFF, false, true, 3);
	}
	
	public function resize(w: Number, h: Number): void
	{
		this.w = w;
		this.h = h;
		if (bmpData) 
		{
			bmpData.dispose();
		}
		bmpData = new BitmapData(w, h, false, 0x00000000);
		view.bitmapData = bmpData;
	}
}

class Particle
{
	public var x: Number = 0;
	public var y: Number = 0;
	public var vx: Number = 0;
	public var vy: Number = 0;
	public var next: Particle;
	
	public function Particle()
	{
		
	}
}