Mandelbrot orbits storm
Just wanted there to be more of it :)
So made 5 of those spawn at each frame if mouse is held down.
Also as a precaution of many cycling particles made them live for 100 frame fading away slowly.
// forked from makc3d's Mandelbrot orbits
// click to launch particle
package {
import flash.display.Bitmap;
import flash.display.BitmapData;
import flash.display.Sprite;
import flash.events.Event;
import flash.events.MouseEvent;
import flash.geom.ColorTransform;
import flash.geom.Point;
import flash.display.BlendMode;
[SWF(width=465,height=465)]
public class MandelbrotOrbits extends Sprite {
public var b:Bitmap;
public var bd:BitmapData;
public var ct:ColorTransform;
public var xy0:Vector.<Point>;
public var xyi:Vector.<Point>;
public var alphas:Vector.<Number>;
public var splines:Vector.<Spline2D>;
private var mDown:Boolean = false;
public function MandelbrotOrbits () {
bd = new BitmapData (465, 465, false, 0);
addChild (b = new Bitmap (bd));
ct = new ColorTransform (0.88, 0.92, 0.97, 1, 0, 0, 0);
xy0 = new Vector.<Point> (3);
alphas = new Vector.<Number>(xy0.length);
xyi = new Vector.<Point> (xy0.length);
splines = new Vector.<Spline2D> (xy0.length);
for (var i:int = 0; i < xy0.length; i++) {
xy0 [i] = new Point (
2 * Math.random () - 0.5,
2 * Math.random () - 1.0
);
xyi [i] = xy0 [i].clone ();
splines [i] = new Spline2D (xy0 [i]);
alphas[i]=1;
}
stage.addEventListener (Event.ENTER_FRAME, draw);
stage.addEventListener (MouseEvent.MOUSE_DOWN, down);
stage.addEventListener (MouseEvent.MOUSE_UP, up);
}
public function draw (e:Event):void {
if(mDown)createParticle();
graphics.clear ();
for (var i:int = 0; i < xy0.length; i++) {
var z:Point = xyi [i];
var aa:Number = z.x * z.x;
var bb:Number = z.y * z.y;
if(alphas[i]<0){
removeParticle(i);
i--;
continue;
}else{
alphas[i]-=0.01;
}
if (aa + bb < 4) {
var ab:Number = z.x * z.y;
var xi:Number = aa - bb + xy0 [i].x;
var yi:Number = 2 * ab + xy0 [i].y;
if ((z.x - xi)*(z.x - xi) + (z.y - yi)*(z.y - yi) > 1e-6) {
graphics.lineStyle(0, 0xffffff,alphas[i]);
z.x = xi; z.y = yi; splines [i].addNextPoint (z, graphics);
} else {
removeParticle(i);
i--;
}
} else {
removeParticle(i);
i--;
}
}
b.visible = false; bd.draw(this,null,null,BlendMode.ADD); b.visible = true;
bd.colorTransform (bd.rect, ct);
}
public function down(e:Event):void{
mDown = true;
}
public function up(e:Event):void{
mDown = false;
}
public function removeParticle(i:uint):void{
xy0.splice (i, 1);
xyi.splice (i, 1);
splines.splice (i, 1);
alphas.splice(i,1);
}
public function createParticle ():void {
for(var i:int=0;i<10;i++){
var newP:Point = new Point (
2 * (mouseX+(Math.random()-0.5)*5) / 465 - 0.5,
2 * (mouseY+(Math.random()-0.5)*5) / 465 - 1.0
);
xy0.push (newP);
xyi.push (newP.clone ());
splines.push (new Spline2D (newP));
alphas.push(1);
}
}
}
}
import flash.display.Graphics;
import flash.geom.Point;
class Spline2D {
public var points:Vector.<Point>
public function Spline2D (p:Point) {
points = new Vector.<Point>;
for (var i:int = 0; i < 4; i++) points.push (p.clone ());
}
public function addNextPoint (p:Point, g:Graphics):void {
points.shift (); points.push (p.clone ());
// draw previous segment
g.moveTo (465 * (0.5 + points [1].x) / 2, 465 * (1.0 + points [1].y) / 2);
for (var i:int = 1; i < 11; i++) {
p = spline (points [0], points [1], points [2], points [3], 0.1 * i);
g.lineTo (465 * (0.5 + p.x) / 2, 465 * (1.0 + p.y) / 2);
}
}
/*
* Calculates 2D cubic Catmull-Rom spline.
* @see http://www.mvps.org/directx/articles/catmull/
*/
private function spline (p0:Point, p1:Point, p2:Point, p3:Point, t:Number):Point {
return new Point (
0.5 * (( 2*p1.x) +
t * (( -p0.x +p2.x) +
t * ((2*p0.x -5*p1.x +4*p2.x -p3.x) +
t * ( -p0.x +3*p1.x -3*p2.x +p3.x)))),
0.5 * (( 2*p1.y) +
t * (( -p0.y +p2.y) +
t * ((2*p0.y -5*p1.y +4*p2.y -p3.y) +
t * ( -p0.y +3*p1.y -3*p2.y +p3.y))))
);
}
}