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

forked from: forked from: [1日1Wonderfl]9日目:メッシュ的なもの

// forked from yd_niku's forked from: [1日1Wonderfl]9日目:メッシュ的なもの
// forked from yd_niku's [1日1Wonderfl]9日目:メッシュ的なもの
package {
    import flash.display.*;
    import flash.events.*;
    import flash.geom.*;
    import flash.filters.*;
    public class FlashTest extends Sprite {
        private var canvas :BitmapData;
        private var particles:Vector.<Particle> = new Vector.<Particle>();
        public function FlashTest() {
            var wLength:Number = stage.stageWidth*0.005;
            var hLength:Number = stage.stageHeight*0.005;
            
            for( var i :int =0; i<200; ++i ) {
                for( var j:int =0;j<200; ++j ) {
                    particles.push( new Particle( i*wLength, j*hLength ) );
                }
            }
            
            canvas = new BitmapData( stage.stageWidth, stage.stageHeight, true, 0xFFFFFF00 );
            addChild( new Bitmap(canvas) );
            addEventListener( Event.ENTER_FRAME, onUpdate );
        }
        private var origin:Point = new Point();
        private var blur:BlurFilter = new BlurFilter();
        private var ctf:ColorTransform=new ColorTransform(1,1,1,1, 2, 2, -2, 0);
        private function onUpdate( e:Event ):void {
            for each ( var p:Particle in particles ) {
                var dx:Number = mouseX - p.x;
                var dy:Number = mouseY - p.y;
                var far:Number = Math.sqrt( dx*dx +dy*dy );
                var idx:Number = dx/far * 350/far;
                var idy:Number = dy/far * 350/far;
                p.vx = p.vx*0.98+ idx;
                p.vy = p.vy*0.98+ idy;
                
                p.x += (p.ax-(p.x+p.vx))*0.98;
                p.y += (p.ay-(p.y+p.vy))*0.98;
            }
            
            canvas.lock();
            //canvas.fillRect( canvas.rect, 0xFFFFFF00 );
            canvas.colorTransform( canvas.rect, ctf );
            for each ( p in particles ) {
                canvas.setPixel32( p.x, p.y, 0xFFCC0066 );
            }
            canvas.applyFilter( canvas, canvas.rect, origin, blur );
            canvas.unlock();
        }
    }
}
internal class Particle {
    public var x:Number = 0;
    public var y:Number = 0;
    public var vx:Number = 0;
    public var vy:Number = 0;
    public var ax:Number = 0;
    public var ay:Number = 0;
    public function Particle( x:Number, y:Number ){
        this.x = this.ax = x;
        this.y = this.ay = y;
    }
}