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

forked from: forked from: transition

/**
 * Copyright Junya ( http://wonderfl.net/user/Junya )
 * MIT License ( http://www.opensource.org/licenses/mit-license.php )
 * Downloaded from: http://wonderfl.net/c/f2zy
 */

// forked from Nyarineko's forked from: transition
// forked from Nyarineko's transition
package
{
    import flash.display.Bitmap;
    import flash.display.BitmapData;
    import flash.display.Shape;
    import flash.display.Sprite;
    import flash.events.Event;
    import flash.events.MouseEvent;
    import flash.geom.Rectangle;
    import flash.display.Graphics;
    
    [SWF(width = "465", height = "465", backgroundColor = "0x000000", frameRate = "60")]
    
    public class Main extends Sprite
    {
        private const TF:Boolean = true; //transition mode
        private const M_WIDTH:Number = 465;
        private const M_HEIGH:Number = 465;
        private const OX:Number = 465 / 2;
        private const OY:Number = 465 / 2;
        private const V:Number = 2;
        private const OBJ_MAX:Number = 60;
        private var max:uint = 20;
        private var amax:uint = 0;
        private var _canvas:BitmapData;
        private var _bmp:Bitmap;
        private var _sp:Sprite;
        private var _sr:Number;
        private var _vr:Number;
        private var first:Particle;
            
        //------------------------------------------------------
        //コンストラクタ
        //------------------------------------------------------
        public function Main()
        {
            _sp = new Sprite();
            _canvas = new BitmapData(M_WIDTH, M_HEIGH, true, 0x99000000);
            _bmp = new Bitmap(_canvas);
            _bmp.smoothing = true;
            _bmp.x = -M_WIDTH / 2;
            _bmp.y = -M_HEIGH / 2;
            _sp.addChild(_bmp);
            _sp.x = M_WIDTH / 2;
            _sp.y = M_HEIGH / 2;
            addChild(_sp);
            
            init();
            stage.addEventListener(MouseEvent.CLICK,onClick);
            stage.addEventListener(Event.ENTER_FRAME,enterframeHandler);
        }
        
        //------------------------------------------------------
        //初期化
        //------------------------------------------------------
        private function init():void
        {
            _sr = 1;
            _vr = 0.00005;
            first = new Particle();
            var p:Particle = first;
            for(var i:uint = 0;i < max;i++){
                p.ang = i * 360 / max;
                p.vang = 1;
                p.r = 10;
                p.vr = 0;
                p.x = OX;
                p.y = OY;
                if(i != max - 1){
                    p.next = new Particle();
                    p = p.next;
                }
            }
        }
        
        private function enterframeHandler(e:Event):void
        {
            update();
        }
        
        private function onClick(e:MouseEvent):void
        {
            _canvas.lock();
            _canvas.fillRect(new Rectangle(0, 0, 465, 465), 0xFFFFFF);
            _canvas.unlock();
            init();
        }
        
        private function update():void {
            var sh:Shape = new Shape();
            var g:Graphics = sh.graphics;
            var ang:Number;
            var ax:Number;
            var ay:Number;
            var rr:Number;
            var anga:Number;
            var px:Number;
            var py:Number;
            var r:Number;
            var ran:Number;
            var p:Particle = first;
            var cnt:uint = 0;
            
            _canvas.lock();
            g.lineStyle(1,0xFF0066);
            while(p){
                cnt++;
                if(p.r > 400){
                    p = p.next;
                    continue;
                }
                ran =  Math.random();
                if(ran < 0.1){
                    p.vang = 0;
                    p.vr = V;
                }else if(ran < 0.2){
                    p.vang = -V * (1-p.r/400);
                    p.vr = 0;
                }else if(ran < 0.3){
                    p.vang = V * (1-p.r/400);;
                    p.vr = 0;
                }else if(ran < 0.304 && amax < OBJ_MAX){
                    var newP:Particle = new Particle();
                    newP.ang = p.ang;
                    if(p.vang == 0) newP.vang = 0;
                    else newP.vang = (Math.random() < 0.5)?-1:1;
                    newP.r = p.r;
                    if(p.vang == 0) newP.vr = 1;
                    else newP.vr = 0;
                    newP.x = p.x;
                    newP.y = p.y;
                    newP.next = p.next;
                    p.next = newP;
                }
                r = p.ang + p.vang;
                p.r = p.r + p.vr;
                
                g.moveTo(p.x,p.y);
                
                ang = Math.PI/180 * r;
                ax = p.r * Math.cos(ang);
                ay = p.r * Math.sin(ang);
                
                rr = Math.sqrt(ax * ax + ay * ay);
                
                anga = Math.PI/180 * (r - (r - p.ang) / 2);
                px = rr * Math.cos(anga);
                py = rr * Math.sin(anga);
                g.curveTo(px+OX, py+OY, ax+OX, ay+OY);
                
                p.x = ax+OX;
                p.y = ay+OY;
                
                p.ang = r;
                
                p = p.next;
            }
            if(TF){
                if(_vr < 8) _vr += _vr/30;
                if(_sr < 800)_sr = _sr + _vr;
                g.beginFill(0xFF0000,0.2);
                g.drawCircle(OX,OY,_sr);
                g.endFill();
                g.beginFill(0x000000,1);
                g.drawCircle(OX,OY,_sr/2);
                g.endFill();
            }
            _canvas.draw(sh);
            g = null;
            sh = null;
            _canvas.unlock();
            amax = cnt;
            trace(cnt);
        }
    }
}

class Particle
{
    public var ang:Number;
    public var vang:Number;
    public var r:Number;
    public var vr:Number;
    public var x:Number;
    public var y:Number;
    public var next:Particle;
}