forked from: forked from: PlusParticle
色を変えて半透明にした。FPSは50に。
/**
* Copyright tsu_droid ( http://wonderfl.net/user/tsu_droid )
* MIT License ( http://www.opensource.org/licenses/mit-license.php )
* Downloaded from: http://wonderfl.net/c/aDAm
*/
// forked from CZQ's forked from: PlusParticle
// forked from k3lab's PlusParticle
package
{
import flash.display.Bitmap;
import flash.display.BitmapData;
import flash.display.Sprite;
import flash.events.Event;
import flash.geom.Matrix;
import flash.geom.Point;
import flash.geom.Rectangle;
import flash.utils.getTimer;
//import flash.filters.GlowFilter;
/**
* ...
* @author k3lab
*/
[SWF(width="465", height="465", frameRate="50", backgroundColor="0")]
public class Main extends Sprite
{
private var h:int = 465,w:int = 465;
private var fov0:Number = 300;
private var fov1:Number = 600;
private var count:int = 4000;
private var hide_back:int = 10000;
private var hide_front:int = -600;
private var bit:BitmapData;
private var degree:Number;
private var first:Particle;
//private var glow0:GlowFilter = new GlowFilter( 0x456789, 0.51, 10, 10, 2 );
public function Main()
{
if (stage) init();
else addEventListener(Event.ADDED_TO_STAGE, init);
}
private function init(e:Event=null):void
{
removeEventListener(Event.ADDED_TO_STAGE, init);
bit = new BitmapData(w, h, false, 0);
addChild(new Bitmap(bit));
createDots(count);
addEventListener(Event.ENTER_FRAME, run);
}
private function createDots(num:int):void
{
var p:Particle;
var radian:Number = Math.PI / 180;
degree = radian * 360 / num;
var i:int;
while (i < num)
{
var px:Number = 200 * Math.sin(degree * i);
var py:Number = 200 * Math.cos(degree * i);
var pz:Number = -100 + i / 100;
var particle:Particle = new Particle(px, py, pz)
var dot:BitmapData = new BitmapData(20, 20, true, 0);
var sprite:Sprite = new Sprite();
var matrix:Matrix = new Matrix();
sprite.graphics.beginFill(0x456789, 0.7);
//sprite.graphics.drawRect(0, 10 - 2, 20, 2);
//sprite.graphics.drawRect(10 - 2, 0, 2, 20);
sprite.graphics.drawCircle(5, 5, 20);
sprite.graphics.endFill();
//sprite.filters = [glow0];
matrix.translate(-10, -10);
matrix.rotate(i / 100);
matrix.translate(10, 10);
dot.draw(sprite, matrix);
particle.bit = dot.clone();
if (!i) first = particle;
if (p)
{
p.next = particle;
particle.prev = p;
}
p = particle;
particle.next = null;
i++;
}
dot.dispose();
}
private function run(e:Event):void
{
var horizontal:Number = Math.sin(getTimer() / 2000) * 2;
var vertical:Number = Math.sin(getTimer() / 30000) ;
var cosY:Number = Math.cos(horizontal);
var sinY:Number = Math.sin(horizontal);
var cosX:Number = Math.cos(vertical);
var sinX:Number = Math.sin(vertical);
var i:int;
var s:Number = 2500 + 1500 * Math.sin(getTimer() / 1000);
var a:Number = s * 2 / count;
var round:Number = degree * 2 * Math.sin(getTimer() / 10000);
var current:Particle = first;
bit.lock();
bit.fillRect(bit.rect, 0);
while (current)
{
var size:Number = s * Math.sin(getTimer() / 10000 + i / 10);
var radius:Number = size * Math.sin(degree / 2 * i);
current.x = radius * Math.sin(round * i + getTimer() / 1000);
current.y = radius * Math.cos(round * i + getTimer() / 1000);
current.z = -s + i * a;
var z1:Number = current.z * cosY + current.x * sinY;
var z2:Number = z1 * cosX + current.y * sinX;
if (z2 > hide_front && z2 < hide_back)
{
var perspective:Number = fov0 / (fov1 + z2);
var px:Number = w/2 + (current.x * cosY - current.z * sinY) * perspective;
var py:Number = h/2 + (current.y * cosX - z1 * sinX) * perspective;
if (px > -30 && px < w && py > -30 && py < h)
{
var wi:Number = (z2 - 200) * -1 / 10;
if (wi < 1) wi = 1;
var dotrect:Rectangle = new Rectangle();
dotrect.x = 10 - Math.round(wi / 2);
dotrect.y = 10 - Math.round(wi / 2);
dotrect.width = wi;
dotrect.height = wi;
bit.copyPixels(current.bit, dotrect, new Point(px,py));
}
}
i ++;
current = current.next;
}
bit.unlock();
}
}
}
import flash.display.BitmapData;
class Particle extends Object
{
public var next:Particle;
public var prev:Particle;
public var x:Number = 0, y:Number = 0, z:Number = 0, c:uint = 0;
public var bit:BitmapData;
public function Particle(x:Number=0, y:Number=0, z:Number=0)
{
this.x = x;
this.y = y;
this.z = z;
}
}