forked from: HANABI
色々参考にさせて頂いてます
COMETにしてみました...
/**
* Copyright nki2 ( http://wonderfl.net/user/nki2 )
* MIT License ( http://www.opensource.org/licenses/mit-license.php )
* Downloaded from: http://wonderfl.net/c/cleh
*/
// forked from yanbaka's HANABI
// 色々参考にさせて頂いてます
// COMETにしてみました...
package
{
import flash.display.Bitmap;
import flash.display.BitmapData;
import flash.display.BlendMode;
import flash.display.PixelSnapping;
import flash.display.Sprite;
import flash.events.Event;
import flash.events.TimerEvent;
import flash.filters.BlurFilter;
import flash.geom.ColorTransform;
import flash.geom.Matrix;
import flash.geom.Point;
import flash.geom.Rectangle;
import flash.utils.Timer;
[SWF(width = "465", height = "465", backgroundColor = "0x000000", frameRate = "30")]
public class Hanabi extends Sprite
{
private const WIDTH:Number = 465;
private const HEIGH:Number = 465;
private var _particles:Array;
private var _canvas:BitmapData;
private var _glow:BitmapData;
private var _rect:Rectangle;
private var cTra:ColorTransform;
private var timer:Timer;
private var sx:Number;
private var sy:Number;
public function Hanabi()
{
init();
}
private function init():void
{
_particles = [];
_canvas = new BitmapData(WIDTH, HEIGH, false, 0x0);
addChild(new Bitmap(_canvas)) as Bitmap;
_glow = new BitmapData(WIDTH/4, HEIGH/4, false, 0x0);
var bm:Bitmap = addChild(new Bitmap(_glow, PixelSnapping.NEVER, true)) as Bitmap;
bm.scaleX = bm.scaleY = 4;
bm.blendMode = BlendMode.ADD;
_rect = new Rectangle(0, 0, WIDTH, HEIGH);
cTra = new ColorTransform(0.8, 0.8, 0.9, 1);
this.stage.addEventListener(Event.ENTER_FRAME, enterframeHandler);
timer = new Timer(100);
timer.addEventListener(TimerEvent.TIMER, resetFunc);
timer.start();
}
private function resetFunc(e:TimerEvent):void
{
(cTra.redMultiplier > 0.9)? cTra.redMultiplier = 0.8 : cTra.redMultiplier += 0.01;
hanabi();
}
private function hanabi():void
{
var i:int = 180;
sx = WIDTH * 0.20;
sy = HEIGH * 0.80;
while (i--) createParticle();
}
private function createParticle():void {
var p:Particle = new Particle();
p.x = sx;
p.y = sy;
var radius:Number = Math.sqrt(Math.random())*4;
var angle:Number = Math.random()*(Math.PI)*2;
p.vx = Math.cos(angle) * radius;
p.vy = Math.sin(angle) * radius;
_particles.push(p);
}
private function enterframeHandler(e:Event):void
{
update();
}
private function update():void {
_canvas.lock();
_canvas.applyFilter(_canvas, _rect, new Point(), new BlurFilter(2, 2));
_canvas.colorTransform(_rect, cTra);
var i:int = _particles.length;
while (i--) {
var p:Particle = _particles[i];
p.vx += 0.6;
p.vy -= 0.3;
p.vx *= 0.96;
p.vy *= 0.96;
p.x += p.vx;
p.y += p.vy;
_canvas.setPixel32(p.x, p.y, p.c);
if ((p.x > stage.stageWidth || p.x < 0) || (p.y < 0 || p.y > stage.stageHeight) || Math.abs(p.vx) < .01 || Math.abs(p.vy) < .01)
{
this._particles.splice(i, 1);
}
}
_canvas.unlock();
var mat:Matrix = new Matrix();
mat.scale(0.25, 0.25);
_glow.draw(_canvas, mat);
}
}
}
class Particle
{
public var x:Number;
public var y:Number;
public var vx:Number;
public var vy:Number;
public var c:uint;
public function Particle()
{
this.x = 0;
this.y = 0;
this.vx = 0;
this.vy = 0;
this.c = 0xFFFFFFFF;
}
}