forked from: FractaleEffect
...
@author
/**
* Copyright godspeed1977max ( http://wonderfl.net/user/godspeed1977max )
* MIT License ( http://www.opensource.org/licenses/mit-license.php )
* Downloaded from: http://wonderfl.net/c/eQ4v
*/
// forked from okoi's FractaleEffect
package
{
import flash.display.Sprite;
import flash.events.Event;
import flash.geom.Point;
import flash.display.BitmapData;
import flash.display.Bitmap;
import flash.filters.ColorMatrixFilter;
[SWF(width = "465", height = "465", frameRate = "60")]
/**
* ...
* @author
*/
public class Main extends Sprite
{
private var prev:Point;
private var moveSize:Number;
private var particleList:/*Particle*/Array;
private var sprite:Sprite;
private var canvas:BitmapData;
private var filter:ColorMatrixFilter;
public function Main():void
{
if (stage) init();
else addEventListener(Event.ADDED_TO_STAGE, init);
}
private function init(e:Event = null):void
{
removeEventListener(Event.ADDED_TO_STAGE, init);
// entry point
graphics.beginFill(0);
graphics.drawRect(0, 0, 465, 465);
graphics.endFill();
sprite = new Sprite();
canvas = new BitmapData( 465, 465, true, 0 );
addChild( new Bitmap(canvas) );
moveSize = 0;
particleList = [];
filter = new ColorMatrixFilter([
1, 0, 0, 0, 0,
0, 1, 0, 0, 0,
0, 0, 1, 0, 0,
0, 0, 0, 0.99, 0
]);
addEventListener( Event.ENTER_FRAME, EnterFrameHandler );
}
private function EnterFrameHandler( e:Event ) : void
{
if ( prev == null )
{
prev = new Point(stage.mouseX, stage.mouseY);
}
var sx:Number = stage.mouseX - prev.x
var sy:Number = stage.mouseY - prev.y;
var i:int;
for ( i = particleList.length - 1; i >= 0; i-- )
{
if ( particleList[i].life == 0 ) particleList.splice( i, 1 );
}
for ( i = particleList.length - 1; i >= 0; i-- )
{
particleList[i].prevX = particleList[i].x;
particleList[i].prevY = particleList[i].y;
particleList[i].x += particleList[i].mx;
particleList[i].y += particleList[i].my;
//particleList[i].my += 0.2;
particleList[i].life--;
if ( particleList[i].life == 0 ){
if ( particleList[i].generation < Particle.MAX_GENERATION )
{
for ( var j:int = 0; j < 3; j++ )
{
particleList.push( CreateParticle(particleList[i], particleList[i].x, particleList[i].y, particleList[i].mx, particleList[i].my ) );
}
}
}
}
moveSize += Math.sqrt( sx * sx + sy * sy );
if ( moveSize > 10 )
{
particleList.push( CreateParticle(null, stage.mouseX, stage.mouseY, sx, sy) );
moveSize = 0;
}
sprite.graphics.clear();
for ( i = 0; i < particleList.length; i++ )
{
sprite.graphics.lineStyle(1 + (Particle.MAX_GENERATION - particleList[i].generation), 0xFFFFFF);
sprite.graphics.moveTo( particleList[i].prevX, particleList[i].prevY );
sprite.graphics.lineTo( particleList[i].x, particleList[i].y );
// sprite.graphics.beginFill(0xFFFFFF);
// sprite.graphics.drawCircle( particleList[i].x, particleList[i].y, 1 + (Particle.MAX_GENERATION - particleList[i].generation) );
// sprite.graphics.endFill();
}
sprite.graphics.lineStyle(5, 0xFFFFFF);
sprite.graphics.moveTo( stage.mouseX, stage.mouseY );
sprite.graphics.lineTo( prev.x, prev.y );
canvas.lock();
canvas.applyFilter( canvas, canvas.rect, new Point(), filter );
canvas.draw( sprite );
canvas.unlock();
prev.x = stage.mouseX;
prev.y = stage.mouseY;
}
private function GetParticleLife( generation:int ) : int
{
return (Particle.MAX_GENERATION - generation) * 5 + 2;
}
private function CreateParticle( parent:Particle, x:Number, y:Number, vecX:Number, vecY:Number ) : Particle
{
var particle:Particle = new Particle();
particle.prevX = particle.x = x;
particle.prevY = particle.y = y;
if ( parent == null ) particle.generation = 0;
else particle.generation = parent.generation + 1;
particle.life = GetParticleLife( particle.generation ) * (Math.random() * 0.5 + 0.5);
particle.angle = Math.atan2( vecY, vecX ) * 180 / Math.PI + (Math.random() * 160 - 80);
var speedrate:Number = Math.random();
particle.mx = Math.cos( particle.angle * Math.PI / 180 ) * 6 * speedrate;
particle.my = Math.sin( particle.angle * Math.PI / 180 ) * 6 * speedrate;
return particle;
}
}
}
class Particle {
public static const MAX_GENERATION:int = 4;
public var x:Number;
public var y:Number;
public var prevX:Number;
public var prevY:Number;
public var generation:int;
public var life:int;
public var mx:Number;
public var my:Number;
public var angle:Number;
}