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

ちょいと改造 forked from: Particle1

...
@author tatsuhisa
package  
{
    import flash.display.Shape;
    import flash.display.Sprite;
    import flash.display.BlendMode;
    import flash.display.Bitmap;
    import flash.display.BitmapData;
    import flash.events.Event;
    import flash.events.MouseEvent;
    import flash.filters.BlurFilter;
    import flash.geom.Matrix;
    import flash.geom.Point;
    import flash.geom.Vector3D;
	
    /**
     * ...
     * @author tatsuhisa
     */
    [SWF(backgroundColor="0x000000")]
    public class Main extends Sprite
    {
	private var emitter:Emitter;
	private var gr:Shape;
        private var numParticle:uint = 5;
		
	private var output:Bitmap;
	private var black:BitmapData;
		
	private var m:Matrix
	private var p:Point
	private var blur:BlurFilter;
		
        private var DRAW_SCALE:int = 2;
		
	public function Main() 
	{
	    initBitmap();
		
	    emitter = new Emitter();
            
            this.addEventListener( Event.ENTER_FRAME, update );
            stage.addEventListener( MouseEvent.MOUSE_DOWN, onMouseDownHandler );
            stage.addEventListener( MouseEvent.MOUSE_UP, onMouseUpHandler );
	}
		
	private function initBitmap():void
	{
	    output = new Bitmap( new BitmapData( stage.stageWidth, stage.stageHeight, false, 0xFF000000 ) );
	    output.smoothing = true;
	    output.scaleX = output.scaleY = DRAW_SCALE;
	    this.addChild(output);
	    black = new BitmapData( stage.stageWidth, stage.stageHeight, false, 0xFF000000);
	    
            m = new Matrix();
	    m.translate( -output.x, -output.y );
	    m.scale( 1 / DRAW_SCALE, 1/ DRAW_SCALE);
			
            gr = new Shape();

	    p = new Point( 0, 0 );
	    blur = new BlurFilter( 4, 4, 1 );
	}
		
	private function drawBitmap( ):void
	{
	    var b:BitmapData = output.bitmapData;
	    b.lock();
	    b.merge( black, b.rect, p, 2, 2, 2, 0 );
	    b.applyFilter( b, b.rect, p, blur);
	    b.draw( gr, m, null, BlendMode.ADD );
	    b.unlock();
	}

        private function update( event:Event ):void
        {
            updateEmitter();
            draw();
	    drawBitmap( );
        }
        
        private function updateEmitter():void
        {
            emitter.x += ( stage.mouseX - emitter.x ) * 0.35;
            emitter.y += ( stage.mouseY - emitter.y ) * 0.35;
            emitter.run();
            emitter.addParticle( numParticle );
        }
        
        private function draw():void
        {
            gr.graphics.clear();
            var index:uint = 0;
            for each( var particle:Particle in emitter.particles )
            {
                var d:Number = Vector3D.distance( emitter, particle );
                var dx:Number = (emitter.x - particle.x);
                var dy:Number = (emitter.y - particle.y);
        
                var r:uint = uint( ( 255 - dx )/((index)/10) );
                var g:uint = uint( ( 255 - d )/((index)/10) );
                var b:uint = uint( ( 255 - dy )/((index)/10) );
                particle.color = r << 16 | g << 8 | b;
        
                gr.graphics.beginFill( particle.color, particle.lifetime );
                gr.graphics.drawCircle( particle.x, particle.y, particle.vel.length );
                gr.graphics.endFill();
        
                index ++;
            }
        }

        private function onMouseDownHandler( event:MouseEvent ):void
        {
            numParticle = 10;
        }
        
        private function onMouseUpHandler( event:MouseEvent ):void
        {
            numParticle = 3;
        }
		
    }
	
}


import flash.geom.Vector3D;

class Emitter extends Vector3D
{
    private var _particles:Vector.<Particle>;
    public function get particles():Vector.<Particle> { return _particles; }
    
    private var vel:Vector3D = new Vector3D();
    private var acc:Vector3D = new Vector3D();

    private var px:Number = 0;
    private var py:Number = 0;
    private var pz:Number = 0;
    
    public function Emitter( x:Number = 0, y:Number = 0, z:Number = 0 )
    {
        super( x, y, z );
        _particles = new Vector.<Particle>();
    }

    public function run():void
    {
        setVelocity();
        update();
    }

    private function setVelocity():void
    {
        vel.x = this.x - px;
        vel.y = this.y - py;
        vel.z = this.z - pz;
        px = this.x;
        py = this.y;
        pz = this.z;
    }

    private function update():void
    {
        for each( var particle:Particle in _particles )
        {
            if( particle.isAlive )
            {
                particle.run();
            }
            else
            {
                var index:int = particles.indexOf( particle );
                if( index != -1 )
                {
                    _particles.splice( index, 1 );
                }
            }
        }
    }

    public function addParticle( num:int = 2 ):void
    {
        for( var i:uint = 0; i < num; i++ )
        {
            _particles[ particles.length ] = new Particle( this, vel );
        }
    }

}

class Particle extends Vector3D
{
    private var _vel:Vector3D;
    public function get vel():Vector3D { return _vel; }

    private var _acc:Vector3D;
    public function get acc():Vector3D { return _acc; }

    private var gravity:Vector3D = new Vector3D( 0, 0.7, 0 );

    private var _lifetime:Number;
    public function get lifetime():Number { return _lifetime; }

    private var _color:uint = 0xFFFFFF;
    public function get color():uint { return _color; }
    public function set color( value:uint ):void { if( _color != value ) _color = value; }

    private var _isAlive:Boolean = true;
    public function get isAlive():Boolean { return _isAlive; }
    
    public function Particle( loc:Vector3D, vel:Vector3D )
    {
        super( loc.x, loc.y, loc.z );
        
        _vel = new Vector3D();
        _vel.x = vel.x * 0.5 + Math.random() * 20 - 10;
        _vel.y = vel.y * 0.5 + Math.random() * 20 - 10;
        _vel.z = vel.z * 0.5 + Math.random() * 20 - 10;

        _acc = new Vector3D();
        
        _lifetime = Math.random() * 0.7 + 0.2;
    }

    public function run():void
    {
        setVelocity();
        updatePosition();
        setLifetime();
    }
    
    private function setVelocity():void
    {
        _vel.incrementBy(gravity);
    }

    private function updatePosition():void
    {
        this.x += _vel.x;
        this.y += _vel.y;
        this.z += _vel.z;        
    }

    private function setLifetime():void
    {
        _lifetime -= 0.05;
        if( lifetime <= 0 )
        {
            this._isAlive = false;
        }
    }
}