from: forked from: Particle
Added COLOR!
/**
* Copyright hebee ( http://wonderfl.net/user/hebee )
* MIT License ( http://www.opensource.org/licenses/mit-license.php )
* Downloaded from: http://wonderfl.net/c/9Srv
*/
// Changed allot, and if you can edit this with about 15k particles to make it look nice. I cant because this mac crashes with the blur filters past 10k.
// forked from keleia.blackman's forked from: forked from: Particle
// forked from hebee's forked from: Particle
package
{
import flash.display.StageScaleMode;
import flash.events.Event;
import flash.events.MouseEvent;
import flash.display.BitmapData;
import flash.display.Bitmap;
import flash.geom.ColorTransform;
import flash.display.Shape;
import flash.geom.Point;
import flash.filters.BlurFilter;
import flash.display.Sprite;
public class Main extends Sprite
{
private const NUM_PARTICLES : int = 4000;
private const MAX_SPEED : Number = 4;
private const MIN_SPEED : Number = 0.5;
private const MAX_POWER : Number = 250;
private var _canvas : BitmapData;
private var _pixels : Vector.<Object>;
private var _alphaTransform : ColorTransform;
private var _blurFilter : BlurFilter;
private var _zeroPoint : Point;
private var _even : Boolean;
public function Main()
{
stage.scaleMode = StageScaleMode.NO_SCALE;
_even = true;
_blurFilter = new BlurFilter(3,3,1);
_zeroPoint = new Point;
_canvas = new BitmapData( stage.stageWidth, stage.stageHeight, false, 0 );
addChild( new Bitmap( _canvas ) );
_pixels = new Vector.<Object>( NUM_PARTICLES, true );
for( var i : int = 0; i < NUM_PARTICLES; ++i )
{
var pixel : Object = {};
pixel.x = Math.random() * stage.stageWidth;
pixel.y = Math.random() * stage.stageHeight;
pixel.dx = 0;
pixel.dy = 0;
pixel.lastX = pixel.x;
pixel.lastY = pixel.y;
pixel.color = 0xFFFFFF;
if((Math.random()*10 + 1) > 8){
pixel.color = 0x99EE00
}
pixel.speed = ((Math.random()*(100*(MAX_SPEED - MIN_SPEED))) + (100*MIN_SPEED))/100;
_pixels[i] = pixel;
}
addEventListener( Event.ENTER_FRAME, onEnterFrame );
stage.addEventListener( MouseEvent.CLICK, onMouseDown);
}
private function onEnterFrame( e : Event ) : void
{
_canvas.lock();
var fade : Number = 5;
while(fade --){
_canvas.applyFilter(_canvas,_canvas.rect,_zeroPoint,_blurFilter);
}
if(_even){
_even = false;
} else {
_even = true;
}
var pixel : Object;
var angle : Number;
for( var i : int = 0; i < NUM_PARTICLES; ++i )
{
pixel = _pixels[i];
pixel.lastX = pixel.x;
pixel.lastY = pixel.y;
angle = Math.atan2( pixel.y - mouseY, pixel.x - mouseX );
pixel.dx -= pixel.speed * Math.cos( angle );
pixel.dy -= pixel.speed * Math.sin( angle );
if(_even){
pixel.dy *= (Math.random()*50)/100 + .5;
} else {
pixel.dx *= (Math.random()*50)/100 + .5;
}
pixel.x += pixel.dx;
pixel.y += pixel.dy;
_canvas.setPixel(pixel.x,pixel.y,pixel.color);
}
_canvas.applyFilter(_canvas,_canvas.rect,_zeroPoint,_blurFilter);
_canvas.unlock();
}
private function onMouseDown( e : MouseEvent ) : void
{
var pixel : Object;
var randAngle : Number;
var randPower : Number;
for( var i : int = 0; i < NUM_PARTICLES; ++i )
{
pixel = _pixels[i];
randAngle = Math.random() * ( Math.PI << 1 );
randPower = Math.random() * MAX_POWER - ( MAX_POWER >> 1 );
pixel.dx = randPower * Math.cos( randAngle );
pixel.dy = randPower * Math.sin( randAngle );
}
}
}
}