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

forked from: 重力マウス(プチ軽量化:10万パーティクル)

リンクリストにしてみたけどそんなに速くない??
_bmd.fillRect()を_bmd.setPixel()に変更。
sin(),cos(),atan2(),sqrt()を排除。
Add final class / mouseEnalbled = false by clockmaker
はじめ重力の点が等速円運動してるので、頃合を見計らってクリックしてください。
/**
 * Copyright Nicolas ( http://wonderfl.net/user/Nicolas )
 * MIT License ( http://www.opensource.org/licenses/mit-license.php )
 * Downloaded from: http://wonderfl.net/c/9xsV
 */

// forked from clockmaker's 重力マウス(プチ軽量化:10万パーティクル)
// forked from coppieee's 重力マウス(さらに軽量化してみた)
// forked from paq's forked from: 重力マウス(ちょっぴり軽量化してみた)
// forked from fumix's 重力マウス(リンクリストにしてみた)
// forked from undo's 重力マウス
// リンクリストにしてみたけどそんなに速くない??
//_bmd.fillRect()を_bmd.setPixel()に変更。
//sin(),cos(),atan2(),sqrt()を排除。
// Add final class / mouseEnalbled = false by clockmaker
//はじめ重力の点が等速円運動してるので、頃合を見計らってクリックしてください。
package
{
	import flash.display.Bitmap;
	import flash.display.BitmapData;
	import flash.display.Sprite;
	import flash.display.StageAlign;
	import flash.display.StageScaleMode;
	import flash.events.Event;
	import flash.geom.ColorTransform;
	import flash.geom.Point;
	import flash.geom.Rectangle;
	import net.hires.debug.Stats;

	[SWF(frameRate='60', width='465', height='465', backgroundColor='0x0')]

	import flash.utils.Dictionary;
	import flash.events.MouseEvent;
	public class ParticleTest1 extends Sprite
	{
		private var _bmp:Bitmap;
		private var _bmd:BitmapData;
		private var _bmdRect:Rectangle;
		private var _colorTransform:ColorTransform = new ColorTransform(0.6, 0.7, 0.96, 1.0);

		private var _first:Node;
		private var _maxNum:int = 100000; // 20万パーティクルでも45fpsぐらいでる
		private var _cnt:int = 0;
		private var _state:int = 0;

		public function ParticleTest1()
		{
			if(stage) init(null);
			else addEventListener(Event.ADDED_TO_STAGE, init);
			return;
		}

		private function init(evt:Event):void
		{
			removeEventListener(Event.ADDED_TO_STAGE, init);
			
			this.stage.align = StageAlign.TOP_LEFT;
			this.stage.scaleMode = StageScaleMode.NO_SCALE;
			this.stage.quality = "low";
			this.stage.frameRate = 120;
			this.mouseEnabled = false;
			this.mouseChildren = false;
		
			var old:Node;

			_bmd = new BitmapData(465, 465, false, 0x000000);
			_bmp = new Bitmap(_bmd);
			addChild(_bmp);
			this._bmdRect = _bmd.rect;

			for (var i:int = 0; i < this._maxNum; i++)
			{
				var n:Node = new Node();
				n.pos_x = Math.random() * 465 >> 0;
				n.pos_y = Math.random() * 465 >> 0;
				//リンクリスト
				if (_first == null) {
					old = _first = n;
				} else {
					old.next = n;
					old = n;
				}
			}
			
			addChild(new Stats());
			addEventListener(Event.ENTER_FRAME, onEnter);
			stage.addEventListener(MouseEvent.CLICK, function(e:MouseEvent):void{
				if(_state == 0) _state = 1;
				else _state = 0;
			});
		}

		private function onEnter(evt:Event):void
		{
			var gravPoint_x:Number;
			var gravPoint_y:Number;
			
			if(_state == 0){
				//重力の点を等速円運動
				gravPoint_x = 100 * Math.sin(0.08 * _cnt) + 232.5;
				gravPoint_y = 100 * Math.cos(0.08 * _cnt) + 232.5;
			} else {
				//マウス位置を重力の点に
				gravPoint_x = mouseX;
				gravPoint_y = mouseY;
			}
			var n:Node = _first;
			var calc:Boolean = _cnt % 4 == 0;
			
			this._bmd.lock();
			do
			{
				// 4回に1回ぐらいの処理に
				if(calc){
					var diff_x:Number = gravPoint_x - n.pos_x;
					var diff_y:Number = gravPoint_y - n.pos_y;
					var acc:Number = 200 / (diff_x * diff_x + diff_y * diff_y);
					var acc_x:Number = acc * diff_x;
					var acc_y:Number = acc * diff_y;
					n.v_x += acc * diff_x;
					n.v_y += acc * diff_y;
				}
				
				n.pos_x += n.v_x;
				n.pos_y += n.v_y;
				
				n.v_x *= 0.96;
				n.v_y *= 0.96;
				
				if(calc)
				{
					if (n.pos_x > 465)
						n.pos_x -= 465;
					else if (n.pos_x < 0)
						n.pos_x += 465;
					if (n.pos_y > 465)
						n.pos_y -= 465;
					else if (n.pos_y < 0)
						n.pos_y += 465;
				}
				
				this._bmd.setPixel(n.pos_x >> 0, n.pos_y >> 0, 0xffffff); 
			}
			while (n = n.next);
			this._bmd.colorTransform(this._bmdRect, this._colorTransform);
			this._bmd.unlock();
			
			_cnt ++;
		}
	}
}

final class Node
{
	public var v_x:Number = 0;
	public var v_y:Number = 0;
	public var pos_x:Number = 0;
	public var pos_y:Number = 0;
	public var next:Node;
}