forked from: Arrows Flow Simulation_5000p
フォーク回数が20回までいってしまった
/**
* Copyright ryo_2004 ( http://wonderfl.net/user/ryo_2004 )
* MIT License ( http://www.opensource.org/licenses/mit-license.php )
* Downloaded from: http://wonderfl.net/c/hgSL
*/
// forked from clockmaker's Arrows Flow Simulation
// forked from nemu90kWw's BitmapData直描きにすれば残像付きでも超軽いよ
// forked from nemu90kWw's 画像をトリミングしてみた(中心点未調整)
// forked from keno42's ちょっと変えたけどそんなに速くならなかった
// forked from keno42's forked from: forked from: 速度比較したら一個前の方法が速かったっぽい
// forked from keno42's forked from: 速度比較したら一個前の方法が速かったっぽい
// forked from keno42's 速度比較したら一個前の方法が速かったっぽい
// forked from bkzen's forked from: 色と透明度もいれてみた。こんなのどうだろバージョン
// forked from bkzen's 色と透明度もいれてみた。速度向上したらいいなばーじょん
// forked from keno42's 角度計算修正、色と透明度もいれてみた。重ね順ソートが重い。
// forked from bkzen's forked from: BitmapDataで配列に格納すると高速化するよ(角度修正)
// forked from clockmaker's BitmapDataで配列に格納すると高速化するよ
// forked from clockmaker's 3D Flow Simulation with Field of Blur
// forked from clockmaker's 3D Flow Simulation
// forked from clockmaker's Interactive Liquid 10000
// forked from clockmaker's Liquid110000 By Vector
// forked from munegon's forked from: forked from: forked from: forked from: Liquid10000
// forked from Saqoosha's forked from: forked from: forked from: Liquid10000
// forked from nutsu's forked from: forked from: Liquid10000
// forked from nutsu's forked from: Liquid10000
// forked from zin0086's Liquid10000
package {
// フォーク回数が20回までいってしまった
import flash.display.*;
import flash.geom.*;
import flash.events.*;
import flash.filters.*;
import flash.utils.*;
import flash.geom.*;
import net.hires.debug.Stats;
[SWF(width="465", height="465", backgroundColor="0x0", frameRate="90")]
import flash.text.TextField;
import flash.text.TextFormat;
public class Main extends Sprite {
private var forceMap:BitmapData = new BitmapData( 233, 233, false, 0x000000 );
private var randomSeed:uint = Math.floor( Math.random() * 0xFFFF );
private var seed:Number = Math.floor( Math.random() * 0xFFFF );
private var offset:Array = [new Point(), new Point()];
private var timer:Timer;
private var buffer:BitmapData = new BitmapData(465, 465, false , 0);
private var screen:Bitmap = new Bitmap(buffer);
private var particleList:Array = [];
function Main()
{
stage.frameRate = 90;
// フォースマップの初期化をおこないます
resetFunc();
// ループ処理
addEventListener( Event.ENTER_FRAME, loop );
// 時間差でフォースマップと色変化の具合を変更しています
var timer:Timer = new Timer(1000);
timer.addEventListener(TimerEvent.TIMER, resetFunc);
timer.start();
// 矢印をプレレンダリング
var dummy:Sprite = new Sprite();
var dummyBg:Sprite = new Sprite();
var dummyHolder:Sprite = new Sprite();
dummy.graphics.beginFill(0xaa3300, 1);
dummy.graphics.lineStyle(1, 0xff6622, 1);
dummy.graphics.drawPath(Vector.<int>([1,2,2,2,2,2,2,2]), Vector.<Number>([-9,-7,-3,-7,-3,-11,9,-4,-3,3,-3,-1,-9,-1,-9,-7]));
dummyBg.graphics.beginFill(0x0, 1);
dummyBg.graphics.lineStyle(1, 0x0, 1);
dummyBg.graphics.drawPath(Vector.<int>([1,2,2,2,2,2,2,2]), Vector.<Number>([-9,-7,-3,-7,-3,-11,9,-4,-3,3,-3,-1,-9,-1,-9,-7]));
dummyHolder.addChild(dummyBg);
dummyHolder.addChild(dummy);
var temp:BitmapData = new BitmapData(22, 22, true, 0x0);
var rect:Rectangle;
var matrix:Matrix = new Matrix(1, 0, 0, 1, 11, 11);
var blurF:BlurFilter = new BlurFilter();
var j:int = ALPHA_STEPS;
while(j--) {
var i:int = ROT_STEPS;
var k:int = j * ROT_STEPS;
dummy.alpha = j / (ALPHA_STEPS) + .2;
while (i--) {
var rot:Number = i * RAD
var scale:Number = j / ALPHA_STEPS + 0.2;
matrix.a = matrix.d = scale * Math.cos(rot);
matrix.b = scale * Math.sin(rot);
matrix.c = -matrix.b;
blurF.blurX = (20-j)*Math.cos(rot)>>1;
blurF.blurY = (20-j)*Math.cos(rot)>>1;
temp.fillRect(temp.rect, 0x0);
temp.draw(dummyHolder, matrix);
temp.applyFilter( temp, temp.rect, new Point(), blurF );
rotArr[i+k] = temp.clone();
}
}
// パーティクルを生成します
for (i = 0; i < NUM_PARTICLE; i++) {particleList[i] = new Arrow(Math.random() * 465, Math.random() * 465);}
addChild(screen);
//addChild(new Pattern(465, 465));
addChild(setText());
// デバッグ用のスタッツを表示しています
addChild(new Stats);
}
private var p:Point = new Point();
private var cTrans:ColorTransform = new ColorTransform(1, 1, 1, 1, -12, -20, -20, 0);
private var rect:Rectangle = buffer.rect;
private var aRect:Rectangle = new Rectangle(0, 0, 22, 22);
private function loop( e:Event ):void {
var arrow:Arrow;
var co:int;
buffer.lock();
buffer.colorTransform(rect, cTrans);
particleList.sortOn("speed", Array.NUMERIC);
for (var i:int = 0; i < NUM_PARTICLE; i++) {
arrow = particleList[i];
co = (arrow.x >> 1) + (arrow.y >> 1)*233;
arrow.step(mapData[co]);
p.x = arrow.x -11;
p.y = arrow.y -11;
buffer.copyPixels(arrow.bmd, aRect, p);
}
buffer.unlock();
}
private var mapData:Vector.<uint>;
private var mapRect:Rectangle = forceMap.rect;
private function resetFunc(e:Event = null):void {
forceMap.perlinNoise(80, 80, 3, seed, false, true, 6, false, offset);
offset[0].x += 1.5;
offset[1].y += 1;
seed = Math.random()*uint.MAX_VALUE;
mapData = forceMap.getVector(mapRect);
mapData.fixed = true;
}
private function setText():TextField
{
var tf:TextField = new TextField()
var format:TextFormat = new TextFormat("arial black, tahoma", 20, 0x404040);
tf.defaultTextFormat = format;
tf.text = NUM_PARTICLE + " Particles";
tf.autoSize = "center";
tf.x = (465 - tf.textWidth)*.5
tf.y = 465 - tf.textHeight - 5;
tf.blendMode = "add";
return tf;
}
}
}
import flash.display.*;
import flash.geom.*;
const NUM_PARTICLE:int = 5000;
const ROT_STEPS:int = 128;
const ALPHA_STEPS:int = 20;
var rotArr:Vector.<BitmapData> = new Vector.<BitmapData>(ROT_STEPS * ALPHA_STEPS, true);
const multiplyConst:Number = 64 / Math.PI;
const RAD:Number = ( 360 / ROT_STEPS ) * Math.PI / 180;
class Arrow {
public var x:Number, y:Number;
public var vx:Number = 0, vy:Number = 0, ax:Number = 0, ay:Number = 0;
public var rot:int = 0, speed:int = 0;
public var bmd:BitmapData;
function Arrow(x:int, y:int) {
this.x = x;
this.y = y;
}
public function step(col:uint):void {
ax += ( (col & 0xff) - 0x80 ) * .0005;
ay += ( (col >> 8 & 0xff) - 0x80 ) * .0005;
vx += ax;
vy += ay;
x += vx;
y += vy;
var dir:Number = Math.atan2( vy, vx );
rot = (128 + dir * multiplyConst) & 127;
//rot = dir*multiplyConst|0;
var sp1:int= (vx*vx + vy*vy )>> 1;
//var sp2:int = ALPHA_STEPS-1;
//speed = Math.min(ALPHA_STEPS-1, (vx*vx + vy*vy) >> 1);
speed = (sp1 > ALPHA_STEPS-1) ? ALPHA_STEPS-1 : sp1;
var idx:int = rot + ROT_STEPS * speed;
bmd = rotArr[idx];
ax *= .96;
ay *= .96;
vx *= .92;
vy *= .92;
//( x > 465 ) ? x = 0 : ( x < 0 ) ? x = 465 : 0;
//( y > 465 ) ? y = 0 : ( y < 0 ) ? y = 465 : 0;
if( x<0 || x>465) x = (x+465) % 465;
if( y<0 || y>465) y = (y+465) % 465;
}
}
internal class Pattern extends Shape
{
private var pat:BitmapData;
public function Pattern($w:Number, $h:Number, $co:uint=0x80000000):void
{
super();
pat = new BitmapData(1, 2, true, 0x0);
pat.fillRect(new Rectangle(0, 0, 1, 1), $co);
this.graphics.beginBitmapFill(pat);
this.graphics.drawRect(0, 0, $w, $h);
this.graphics.endFill();
this.blendMode = "overlay";
}
public function setColor($val:uint):void
{
pat.fillRect(new Rectangle(0, 0, 1, 1), $val);
}
}