Dot Goldfish2
Dot Goldfish2(金魚)
ProjectNyaさんのPerlinNoiseクラスをお借りして
水面の質感を変えてみました。
PerlinNoise : http://wonderfl.net/c/xuya
マウスダウンで1匹追加。(フィルタ処理が重いため50匹が限度です)
マウスをしばらくダウンしたままにすると集まってきます。
/**
* Copyright mousepancyo ( http://wonderfl.net/user/mousepancyo )
* MIT License ( http://www.opensource.org/licenses/mit-license.php )
* Downloaded from: http://wonderfl.net/c/aaxp
*/
// forked from mousepancyo's Dot Goldfish(金魚)
/*
Dot Goldfish2(金魚)
ProjectNyaさんのPerlinNoiseクラスをお借りして
水面の質感を変えてみました。
PerlinNoise : http://wonderfl.net/c/xuya
マウスダウンで1匹追加。(フィルタ処理が重いため50匹が限度です)
マウスをしばらくダウンしたままにすると集まってきます。
*/
package {
import flash.display.Sprite;
import flash.display.BitmapData;
import flash.display.Bitmap;
import flash.display.BitmapDataChannel
import flash.events.Event;
import flash.events.MouseEvent;
import flash.geom.Point;
import flash.geom.ColorTransform;
import flash.filters.BlurFilter;
import flash.filters.DisplacementMapFilter;
public class Main extends Sprite{
private static const DOT_NUM:uint = 25
private var _container:Sprite = new Sprite()
private var _bmd:BitmapData
private var _bm:Bitmap
private var _dotList:Vector.<Dot> = new Vector.<Dot>()
private var _isClicked:Boolean
private var _rippleBmd:BitmapData = new BitmapData(stage.stageWidth, stage.stageHeight, false, 0)
private var _perlinBmd:BitmapData = new BitmapData(stage.stageWidth, stage.stageHeight, false, 0xFFFFFF)
private var _perlinOfset:Array = [new Point(0,0), new Point(0,0)];
private var _noise:PerlinNoise;
private var _speeds:Array;
public function Main() {
_bmd = new BitmapData(stage.stageWidth, stage.stageHeight, false, 0xFFFFFF)
_bm = new Bitmap(_rippleBmd, "auto", true)
addChild(_bm)
var channels:uint = BitmapDataChannel.RED | BitmapDataChannel.BLUE;
_perlinBmd.perlinNoise(10, 10, 2, 1, true, false, channels, true, _perlinOfset);
//
for(var i:int; i<DOT_NUM; i++){
addDot(int(Math.random() * stage.stageWidth), int(Math.random() * stage.stageHeight))
}
//
water()
//
addEventListener(Event.ENTER_FRAME, update)
stage.addEventListener(MouseEvent.MOUSE_DOWN, onDown)
stage.addEventListener(MouseEvent.MOUSE_UP, onUp)
}
private function water():void {
var octaves:uint = 2;
//
_noise = new PerlinNoise(_bmd.rect, 32, 32, octaves);
//
_speeds = new Array();
for (var n:uint = 0; n < octaves; n++) {
var sx:Number = (Math.random() - 0.5)*2 + 2;
var sy:Number = (Math.random() - 0.5)*3;
_speeds.push(new Point(sx, sy));
}
}
private function addDot($startX:Number, $startY:Number):void{
var dot:Dot = new Dot(stage.stageWidth, stage.stageHeight)
dot.x = $startX
dot.y = $startY
_container.addChild(dot)
_dotList.push(dot)
}
private function update(e:Event):void{
if(!_isClicked){
for(var i:int; i<_dotList.length; i++){
hitCheck(_bmd, _dotList[i])
}
}
//
_bmd.lock()
_bmd.colorTransform(_bmd.rect, new ColorTransform(1.07, 1.08, 1.1, 1, 0, 0, 0, 0));
_bmd.draw(_container)
_bmd.applyFilter(_bmd, _bmd.rect, new Point(0,0), new BlurFilter(2,2,1))
_bmd.unlock()
//
ripple()
}
private function onDown(e:MouseEvent):void{
_isClicked = true
if(_dotList.length < 50) addDot(mouseX, mouseY)
for(var i:int; i<_dotList.length; i++){
_dotList[i]._p.x = mouseX
_dotList[i]._p.y = mouseY
}
}
private function onUp(e:MouseEvent):void{
_isClicked = false
}
private function hitCheck(bmd:BitmapData, dot:Dot):void{
var n:int
for(var i:int=-10; i<10; i++){
for(var j:int=-10; j<10; j++){
if(bmd.getPixel(dot.x+j, dot.y+i) != 0xFFFFFF){
n++
}
}
}
if(n > 250 && n < 300){
dot.stopTween()
}
}
private function ripple():void {
var dmf:DisplacementMapFilter = new DisplacementMapFilter(_noise, new Point(0, 0), 1, 1, 8, 8, "clamp");
_noise.update(_speeds);
_rippleBmd.lock()
_rippleBmd.draw(_bmd)
_rippleBmd.draw(_perlinBmd, null, new ColorTransform(1, 1, 1, 0.3, -40, 50, 120, 0))
_rippleBmd.draw(_noise, null, new ColorTransform(1, 1, 1, 0.75), "screen")
_rippleBmd.unlock()
_bm.filters = [dmf];
}
}
}
//class Dot
import flash.display.Sprite;
import flash.geom.Point;
import fl.motion.easing.*;
import com.flashdynamix.motion.*;
import flash.display.BitmapData;
class Dot extends Sprite{
private var _w:int
private var _h:int
public var _p:Point
private var _speed:Number
private var _tween:TweensyGroup
public function Dot(w:int, h:int){
_w = w
_h = h
_p = new Point(int(Math.random() * (_w * 1.2) - (_w * .1)),int(Math.random() * (_h * 1.2) - (_h * .1)));
//
var r:int = int(Math.random() * 8 + 248) << 16
var g:int = int(Math.random() * 8 + 127) << 8
var b:int = int(Math.random() * 8 + 88)
var col:int = r + g + b
graphics.beginFill(col)
graphics.drawCircle(0,0,5)
graphics.endFill()
//
tween(Math.random() * 5 + 5, _p.x, _p.y)
}
private function tween(time:Number, xPos:Number, yPos:Number=0, delay:Number=0):void {
_p = new Point(int(Math.random() * (_w * 1.2) - (_w * .1)),int(Math.random() * (_h * 1.2) - (_h * .1)));
_tween = new TweensyGroup();
_tween.to(this, {x:xPos, y:yPos}, time, Linear.easeOut, delay);
_tween.onComplete = tweenComplete;
function tweenComplete():void {
_tween.dispose();
_tween = null;
tween(Math.random() * 5 + 5, _p.x, _p.y)
}
}
public function stopTween():void{
_tween.stop(this)
_tween.dispose();
_tween = null;
tween(Math.random() * 1 + 2, _p.x, _p.y)
}
}
/*
ProjectNyaさんのPerlinNoiseクラス
http://wonderfl.net/c/xuya
*/
import flash.display.BitmapData;
import flash.geom.Rectangle;
import flash.geom.Point;
class PerlinNoise extends BitmapData {
private var bx:uint;
private var by:uint;
private var octaves:uint;
private var seed:uint;
private var stitch:Boolean = true;
private var fractalNoise:Boolean = true;
private var channel:uint = 0;
private var grayScale:Boolean = false;
private var offsets:Array = new Array();
public function PerlinNoise(rect:Rectangle, x:uint, y:uint, o:uint = 1, g:Boolean = true, c:uint = 0, s:uint = 1, st:Boolean = false, f:Boolean = true) {
super(rect.width, rect.height, false, 0xFF000000);
bx = x;
by = y;
octaves = o;
grayScale = g;
channel = c;
if (grayScale) channel = 0;
for (var n:uint = 0; n < octaves; n++) {
var point:Point = new Point();
offsets.push(point);
}
stitch = st;
fractalNoise = f;
create(s, offsets);
}
private function create(s:uint, o:Array = null):void {
seed = s;
offsets = o;
if (offsets == null) offsets = [new Point()];
lock();
perlinNoise(bx, by, octaves, seed, stitch, fractalNoise, channel, grayScale, offsets);
draw(this);
unlock();
}
public function update(speeds:Array):void {
for (var n:uint = 0; n < octaves; n++) {
var offset:Point = offsets[n];
var speed:Point = speeds[n];
offset.x += speed.x;
offset.y += speed.y;
}
lock();
perlinNoise(bx, by, octaves, seed, stitch, fractalNoise, channel, grayScale, offsets);
draw(this);
unlock();
}
}