In case Flash no longer exists; a copy of this site is included in the Flashpoint archive's "ultimate" collection.

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

forked from: 重力マウス(プチ軽量化:25万パーティクル)

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
CJ Cat: Used vector instead of linked list.
/**
 * Copyright bkzen ( http://wonderfl.net/user/bkzen )
 * MIT License ( http://www.opensource.org/licenses/mit-license.php )
 * Downloaded from: http://wonderfl.net/c/aCK7
 */

// forked from cjcat2266's 重力マウス(プチ軽量化:25万パーティクル)
// 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
// CJ Cat: Used vector instead of linked list.
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.events.MouseEvent;
    import flash.geom.ColorTransform;
    import flash.geom.Point;
    import flash.geom.Rectangle;
    import flash.utils.ByteArray;
    import net.hires.debug.Stats;
    import com.bit101.components.*;

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

    import flash.utils.Dictionary;
    public class Main 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 const _maxNum:int = 250000; //50万パーティクルでも45fpsぐらいでる
        private var _cnt:int = 0;
        
        private const _particleData:Vector.<Number> = new Vector.<Number>(_maxNum * 4, true);
        

        public function Main() {
            var label: Label = new Label(this);
            label.text = "click stage";
            label.draw();
            label.x = (465 - label.width) / 2;
            label.y = (465 - label.height) / 2;
            stage.addEventListener(MouseEvent.CLICK, init);
        }
        
        private function init(evt:Event):void {
            stage.removeEventListener(MouseEvent.CLICK, 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;
        
            _bmd = new BitmapData(465, 465, false, 0x000000);
            _bmp = new Bitmap(_bmd);
            addChild(_bmp);
            this._bmdRect = _bmd.rect;
            
            var i0:int, i1:int, i2:int, i3:int;
            i0 = 0;
            while (i0 < _maxNum) {
                i1 = i0;
                i2 = ++i1;
                i3 = ++i2;
                i3++;
                
                _particleData[i0] = (Math.random() < 0.5 ? 1 : 465) + Math.random();
                _particleData[i1] = (Math.random() < 0.5 ? 1 : 465) + Math.random();
                _particleData[i2] = 0;
                _particleData[i3] = 0;
                i0 = ++i3;
            }
            
            addChild(new Stats());
            addEventListener(Event.ENTER_FRAME, onEnter);
        }

        private function onEnter(evt:Event):void {
            var gravPoint_x:Number = mouseX;
            var gravPoint_y:Number = mouseY;
            //var n:Node = _first;
            var calc:Boolean = _cnt % 4 == 0;
            
            this._bmd.lock();
            
            var i0:int, i1:int, i2:int, i3:int;
            i0 = 0;
            while (i0 < _maxNum)
            {
                i1 = i0;
                i2 = ++i1;
                i3 = ++i2;
                i3++;
                
                // 4回に1回ぐらいの処理に
                if(calc){
                    var diff_x:Number = gravPoint_x - _particleData[i0];;
                    var diff_y:Number = gravPoint_y - _particleData[i1];
                    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;
                    _particleData[i2] += acc * diff_x;
                    _particleData[i3] += acc * diff_y;
                }
                
                _particleData[i0] += _particleData[i2];
                _particleData[i1] += _particleData[i3];
                
                _particleData[i2] *= 0.96;
                _particleData[i3] *= 0.96;
                
                if(calc)
                {
                    if (_particleData[i0] > 465)
                        _particleData[i0] -= 465;
                    else if (_particleData[i0] < 0)
                        _particleData[i0] += 465;
                    if (_particleData[i1] > 465)
                        _particleData[i1] -= 465;
                    else if (_particleData[i1] < 0)
                        _particleData[i1] += 465;
                }
                
                this._bmd.setPixel(_particleData[i0] >> 0, _particleData[i1] >> 0, 0xffffff);
                
                i0 = ++i3;
            }
            this._bmd.colorTransform(this._bmdRect, this._colorTransform);
            this._bmd.unlock();
            
            _cnt++;
        }
    }
}