[P.2] TangentialEllipticParticles
Particles follow ellipsoidal path tangent to eachother, and is denoted by the following equation that I tweaked and ported to AS3:
Eqn for Ellipse:
// (x - h)2 / a2 + (y - k)2 / b2 = 1
...and ported to AS3:
// var nH:Number = new Number( 4 );
// var nK:Number = new Number( 4 );
// var nA:Number = new Number( 0 );
// var nB:Number = new Number( 0 );
// var nOne:Number = new Number( 1 );
((Particle.x - h)^2) / (a^2)
+ ((Particle.y - k)^2) / (b^2)
-------------------------------------------------------------
= 1
/**
* Copyright bradsedito ( http://wonderfl.net/user/bradsedito )
* MIT License ( http://www.opensource.org/licenses/mit-license.php )
* Downloaded from: http://wonderfl.net/c/eeQy
*/
package {
import flash.display.BitmapData;
import flash.display.Sprite;
import flash.events.Event;
import flash.filters.DisplacementMapFilter;
[SWF(backgroundColor=0x0,frameRate=100, width="1000", height="618")]
public class TangentialEllipticParticles extends Sprite
{
private var Particles:Array;
private var numParticles:uint = 100;
public var mY:Number = new Number( stage.mouseY );
//public var BmD:BitmapData = new BitmapData(stage.stageWidth, stage.stageHeight, true, 0x131413);
public function TangentialEllipticParticles()
{
// var cT:DisplacementMapFilter = new DisplacementMapFilter(BmD, null,0,0);
graphics.beginFill(0x000000);
graphics.drawRect(0, 0, stage.stageWidth, stage.stageHeight);
graphics.endFill();
Particles = new Array();
for(var i:uint = 0; i < numParticles; i++)
{
var mass : Number = Math.random() * Math.random() * 10 + 1;
var Particle:Ball = new Ball(Math.pow(mass, 1/3) * 4, 0xffffff);
Particle.x = Math.random() * stage.stageWidth;
Particle.y = Math.random() * stage.stageHeight;
Particle.mass = mass;
Particle.alpha = mass / 15 + 0.1;
addChild(Particle);
Particles.push(Particle);
}
addEventListener(Event.ENTER_FRAME,onEnterFrame);
}
private function onEnterFrame(event:Event):void{
var gx : Number = 0;
var gy : Number = 0;
var smass : Number = 0;
for(var i:uint = 0; i < numParticles; i++){
var Particle:Ball = Particles[i];
///////////START
// var nH:Number = new Number( 4 );
// var nK:Number = new Number( 4 );
// var nA:Number = new Number( 0 );
// var nB:Number = new Number( 0 );
// var nOne:Number = new Number( 1 );
// Equation P1 ( ((Particle.x - h)^2) / (a^2) )
// Equation P2 + ( ((Particle.y - k)^2) / (b^2) ) = nOne;
//--------------------------------------------------------------------------------------------
// Compresses to: ( (((Particle.x-h)^2)/(a^2)) + (((Particle.y-k)^2)/(b^2)) ) = nOne;
//--------------------------------------------------------------------------------------------
// Now, instantiate into SWF:
var nH:Number = new Number( 4 );
var nK:Number = new Number( 4 );
var nA:Number = new Number( 0 );
var nB:Number = new Number( 0 );
var nOne:Number = new Number( 1 );
( ((((Particle.x+=Particle.vx)-nH)^2)/(nA^2)) + ((((Particle.y+=Particle.vy)-nK)^2)/(nB^2)) ) == 1;
///////////END
gx += (Particle.x - stage.stageWidth / 2) * Particle.mass;
gy += (Particle.y - stage.stageHeight / 2) * Particle.mass;
smass += Particle.mass;
}
gx /= smass;
gy /= smass;
// Particle.z -= ( (gx+gy)/2 ) ;
for(i = 0; i < numParticles; i++){
Particle = Particles[i];
Particle.x -= gx;
Particle.y -= gy;
Particle.z -= ( (gx+gy)/2 ) ;
}
for(i = 0; i < numParticles - 1; i++){
var PartA:Ball = Particles[i];
for(var j:uint = i + 1; j < numParticles; j++){
var PartB:Ball = Particles[j];
gravitate(PartA,PartB);
}
}
}
private function gravitate(PartA:Ball,PartB:Ball):void{
PartA.mass = 15;
PartB.mass = 15;
var dx:Number = PartB.x - PartA.x;
var dy:Number = PartB.y - PartA.y;
var distSQ:Number = dx * dx + dy * dy;
var dist:Number = Math.sqrt(distSQ);
if(dist < 50)dist = 50;
var force:Number = PartA.mass * PartB.mass / distSQ;
var ax:Number = force * dx / dist;
var ay:Number = force * dy / dist;
PartA.vx += ax / PartA.mass;
PartA.vy += ay / PartA.mass;
PartB.vx -= ax / PartB.mass;
PartB.vy -= ay / PartB.mass;
}
}
}
//import flash.filters.DisplacementMapFilter;
import flash.geom.ColorTransform;
import flash.display.Sprite;
import flash.filters.BlurFilter;
import flash.filters.GlowFilter;
class Ball extends Sprite{
public var radius:Number;
private var color:ColorTransform;
private var Ctf:ColorTransform = new ColorTransform(.9,.9,.9,.9);
public var vx:Number = 0;
public var vy:Number = 0;
public var mass:Number = 20;
public function Ball(radius:Number=5000,color:uint=0xffffff)
{
var gloww:GlowFilter = new GlowFilter(0xffffff*Math.random(),1,3,3,2,2,true);
var blurr:BlurFilter = new BlurFilter( 6,6,2 );
this.blendMode = "add";
this.scaleX = 4;
this.scaleY = 4;
this.radius = radius;
this.color = Ctf;
this.filters = [blurr, gloww];
graphics.beginFill(color);
graphics.drawCircle(0,0,radius);
graphics.endFill();
}
}