constelasion
sd
/**
* Copyright Andresmorales ( http://wonderfl.net/user/Andresmorales )
* MIT License ( http://www.opensource.org/licenses/mit-license.php )
* Downloaded from: http://wonderfl.net/c/g0nZ
*/
package
{
import flash.display.Bitmap;
import flash.display.BitmapData;
import flash.display.DisplayObject;
import flash.display.Sprite;
import flash.events.Event;
* @author andres morales lopez
*/
[SWF (backgroundColor = "0x000000", frameRate = "60", width = "465", height = "465")]
public class MoviePuzzle extends Sprite
{
private static const BG_COLOR: uint = 0x000000;
private static const FRAME_RATE: uint = 30;
public function MoviePuzzle()
{
// ローダーで読み込まれなかった時の為のデモ用
if (stage) demo(null)
else addEventListener(Event.ADDED_TO_STAGE, demo);
}
/**
*/
public function initialize(obj: Object): void
{
disp = new ParticleTest1();
addChild(disp);
obj["disp"] = disp
obj["color"] = BG_COLOR;
obj["frameRate"] = FRAME_RATE;
}
*/
public function start(level: uint): void
{
disp.start();
}
/**
*/
public function end(): void
{
//Object(disp).end()
}
private var disp:ParticleTest1;
/**
* @param e
*/
private function demo(e: Event): void
{
removeEventListener(Event.ADDED_TO_STAGE, demo);
var obj: Object = {};
initialize(obj);
disp = obj["disp"];
start(1);
}
}
}
/**
* Copyright coppieee ( http://wonderfl.net/user/coppieee )
* MIT License ( http://www.opensource.org/licenses/mit-license.php )
* Downloaded from: http://wonderfl.net/c/436W
*/
// forked from paq's forked from: 重力マウス(ちょっぴり軽量化してみた)
// forked from fumix's 重力マウス(リンクリストにしてみた)
// forked from undo's 重力マウス
// リンクリストにしてみたけどそんなに速くない??
//_bmd.fillRect()を_bmd.setPixel()に変更。
//sin(),cos(),atan2(),sqrt()を排除。
import flash.display.Bitmap;
import flash.display.BitmapData;
import flash.display.Sprite;
import flash.display.StageAlign;
import flash.display.StageScaleMode;
import flash.events.Event;
import flash.geom.ColorTransform;
import flash.geom.Point;
import flash.geom.Rectangle;
import net.hires.debug.Stats;
class ParticleTest1 extends Sprite
{
private var _bmp:Bitmap;
private var _bmd:BitmapData;
private var _bmdRect:Rectangle;
private var _colorTransform:ColorTransform = new ColorTransform(0.9, 0.0, 0.9, 1.0);
private var _nodeArray:Array = [];
private var _first:Node;
private var _maxNum:int = 30000;
//private var _rect:Rectangle = new Rectangle(0, 0, 1, 1);
public function ParticleTest1()
{
}
public function start():void{
//this.stage.align = StageAlign.TOP_LEFT;
//this.stage.scaleMode = StageScaleMode.NO_SCALE;
var old:Node;
_bmd = new BitmapData(465, 465, false, 0x000000);
_bmp = new Bitmap(_bmd);
addChild(_bmp);
this._bmdRect = new Rectangle(0, 0, 465, 465);
for (var i:int = 0; i < this._maxNum; i++)
{
var n:Node = new Node();
n.pos_x = Math.random() * 465;
n.pos_y = Math.random() * 465;
this._nodeArray.push(n);
if (_first == null) {
old = _first = n;
} else {
old.next = n;
old = n;
}
}
//addChild(new Stats());
addEventListener(Event.ENTER_FRAME, onEnter);
}
private function onEnter(evt:Event):void
{
//var gravPoint:Point = new Point(mouseX, mouseY);
var gravPoint_x:Number = mouseX;
var gravPoint_y:Number = mouseY;
var n:Node = _first;
this._bmd.lock();
do
{
var diff_x:Number = gravPoint_x - n.pos_x;
var diff_y:Number = gravPoint_y - n.pos_y;
var acc:Number = 50/(diff_x * diff_x + diff_y * diff_y);
var acc_x:Number = acc * diff_x;
var acc_y:Number = acc * diff_y;
n.v_x += acc_x;
n.v_y += acc_y;
n.pos_x += n.v_x;
n.pos_y += n.v_y;
//n.acc_x *= 0.98;
//n.acc_y *= 0.98;
n.v_x *= 0.96;
n.v_y *= 0.96;
if (n.pos_x > 465)
n.pos_x = 0;
else if (n.pos_x < 0)
n.pos_x = 465;
if (n.pos_y > 465)
n.pos_y = 0;
else if (n.pos_y < 0)
n.pos_y = 465;
//_rect.x = n.pos_x;
//_rect.y = n.pos_y;
//this._bmd.fillRect(_rect, 0xffffff);
this._bmd.setPixel(n.pos_x,n.pos_y,0xffff);
}
while (n = n.next);
this._bmd.colorTransform(this._bmdRect, this._colorTransform);
this._bmd.unlock();
}
}
import flash.geom.Point;
class Node
{
// public var acc_x:Number;
// public var acc_y:Number;
public var v_x:Number = 0;
public var v_y:Number = 0;
public var pos_x:Number = 0;
public var pos_y:Number = 0;
public var next:Node;
}