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;
}
}