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

BitmapData直描きにすれば残像付きでも超軽いよ

本末転倒?
/**
 * Copyright nemu90kWw ( http://wonderfl.net/user/nemu90kWw )
 * MIT License ( http://www.opensource.org/licenses/mit-license.php )
 * Downloaded from: http://wonderfl.net/c/iJ9Y
 */

// 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 {
    	
	// 本末転倒?
	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="0xFFFFFF", frameRate="60")]
	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 = new Array();
		
		function Main() {
			
			// 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(0xFF3060, 1);
			dummy.graphics.lineStyle(1, 0x002060, 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(0x40A0FF, 0.25);
			dummyBg.graphics.lineStyle(1, 0x103080, 0.5);
			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;
			var rect:Rectangle;
			var matrix:Matrix = new Matrix();
			var j:int = ALPHA_STEPS;
			while(j--) {
				var i:int = ROT_STEPS;
				var k:int = j * ROT_STEPS;
				dummy.alpha = j / (ALPHA_STEPS-1);
				dummy.filters = dummyBg.filters = [new BlurFilter(4.0*(1.0 - j / (ALPHA_STEPS-1)),4.0*(1.0 - j / (ALPHA_STEPS-1)))];
				while (i--) {
					matrix.identity();
					matrix.rotate( ( 360 / ROT_STEPS * i )* Math.PI / 180);
					matrix.translate(11, 11);
					temp = new BitmapData(22, 22, true, 0x0);
					temp.draw(dummyHolder, matrix);
					rotArr[i+k] = new DisplayImage(temp, 11, 11);
				}
			}
			
			// 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);
			stage.quality = StageQuality.LOW;
			
			// デバッグ用のスタッツを表示しています
			addChild(new Stats);
		}
		
		private function loop( e:Event ):void {
			var len:int = particleList.length;
			var arrow:Arrow;
			
			buffer.colorTransform(buffer.rect, new ColorTransform(1, 1, 1, 1, 12, 16, 20, 0));
			particleList.sortOn("speed", Array.NUMERIC);
			for (var i:int = 0; i < len; i++) {
				arrow = particleList[i];
				arrow.step(forceMap.getPixel( arrow.x >> 1, arrow.y >> 1));
				buffer.copyPixels(arrow.img.bmp, arrow.img.bmp.rect, new Point(arrow.x-arrow.img.cx, arrow.y-arrow.img.cy));
			}
		}
		
		private function resetFunc(e:Event = null):void {
			forceMap.perlinNoise(117, 117, 3, seed, false, true, 6, false, offset);
			
			offset[0].x += 1.5;
			offset[1].y += 1;
			seed = Math.floor( Math.random() * 0xFFFFFF );
		}
	}
}

import flash.display.*;
import flash.geom.*;

const NUM_PARTICLE:uint = 1000;
const ROT_STEPS:int = 128;
const ALPHA_STEPS:int = 10;
var rotArr:Vector.<DisplayImage> = new Vector.<DisplayImage>(ROT_STEPS * ALPHA_STEPS, true);
var multiplyConst:Number = 64 / Math.PI;

class DisplayImage {
	
	public var bmp:BitmapData;
	public var rect:Rectangle;
	public var cx:int, cy:int;
	
	function DisplayImage(bmp:BitmapData, cx:int, cy:int) {
		this.bmp = bmp;
		this.rect = bmp.rect;
		this.cx = cx;
		this.cy = cy;
		trimming();
	}
	
	private function trimming():void {
		var rect:Rectangle = bmp.getColorBoundsRect(0xFF000000, 0x00000000);
		var temp:BitmapData = new BitmapData(rect.width, rect.height, true, 0x00000000);
		cx -= rect.x;
		cy -= rect.y;
		temp.copyPixels(bmp, rect, new Point(0, 0));
		bmp = temp;
	}
}

class Arrow {
	
	public var img:DisplayImage;
	public var x:int, y:int;
	public var vx:Number = 0, vy:Number = 0, ax:Number = 0, ay:Number = 0;
	public var rot:int = 0, speed:int = 0;
	
	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;
		speed = Math.min(ALPHA_STEPS-1, (vx*vx + vy*vy) >> 1); // *0.5
		img = rotArr[rot + ROT_STEPS * speed];
		
		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;
	}
}