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

flash on 2010-6-17

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by pizzaboy 17 Jun 2010
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package {
    import flash.display.Sprite;
	import flash.display.Bitmap;
	import flash.display.BitmapData;
	import flash.geom.ColorTransform;
	import flash.display.BitmapDataChannel;
	import flash.events.MouseEvent;
	import flash.events.Event;
	import frocessing.core.F5BitmapData2D;
	
	[SWF(width=465,height=465,backgroundColor=0,frameRate=30)]
		
    public class F5BitmapData2DSample extends Sprite {
		
		private var fb:F5BitmapData2D;
		private var colortrans:ColorTransform;
		private var vectormap:BitmapData;
		private var particles:Array;
		private var particle_number:uint = 50;
		private var size:Number = 465;
		
        public function F5BitmapData2DSample() {
            //F5BitmapDataを作成して表示リストに追加
			fb = new F5BitmapData2D(size, size, false, 0);
			fb.colorMode("hsv", 1.0);
			addChild(new Bitmap(fb.bitmapData));
			//エフェクトを初期化
			colortrans = new ColorTransform(0.82, 0.82, 0.82);
			//ベクトルマップとパーティクルを初期化
			vectormap = new BitmapData(size, size, false, 0);
			reset();
			//
            addEventListener(Event.ENTER_FRAME, enterframe);
			stage.addEventListener(MouseEvent.CLICK, reset);
        }
		
		private function reset(e:MouseEvent=null):void {
			var randomSeed:int = Math.random() * 0xffffff;
			var colors:uint = BitmapDataChannel.RED | BitmapDataChannel.GREEN;
			vectormap.perlinNoise(size / 2, size / 2, 2, randomSeed, false, true, colors);
			//パーティクルの初期化
			var c:uint;
			particles = new Array(particle_number);
			for (var i:int = 0; i < particle_number; i++) {
			if (Math.random() > 0.05)
			c = fb.color(0.95, 0.6 + Math.random() * size, Math.random() * size, c);
			else
			c = 0xffffff;
			particles[i] = new Particle(Math.random() * size, Math.random() * size, c);
			}
			fb.bitmapData.colorTransform(fb.bitmapData.rect, colortrans);
			
			}
			private function enterframe( e:Event ):void {
            //描画
            fb.beginDraw();
            for (var i:int = 0; i <particle_number; i++) {
                var p:Particle = particles[i];
                var x0:Number  = p.x;
                var y0:Number  = p.y;
                var vx0:Number = p.vx;
                var vy0:Number = p.vy;
                //加速度と速度の減衰
                p.ax *= 0.58;  p.ay *= 0.58;
                p.vx *= 0.84;  p.vy *= 0.84;
                //ベクトルマップのPixel値から加速度を算出
                var col:uint = vectormap.getPixel( p.x, p.y );
                p.ax += ( (col >> 16 & 0xff) - 128 )*0.02;
                p.ay += ( (col >> 8  & 0xff) - 128 )*0.02;
                //加速度から速度と位置を算出
                var x1:Number = p.x += p.vx += p.ax;
                var y1:Number = p.y += p.vy += p.ay;
                if ( p.x > size )  { p.x -= size; }
                else if ( p.x < 0 ){ p.x += size; }
                if ( p.y > size )  { p.y -= size; }
                else if ( p.y < 0 ){ p.y += size; }
                //線の描画
                var x2:Number = x1 + p.vy / 3;
                var y2:Number = y1 - p.vx / 3;
                var x3:Number = x0 + vy0 / 3;
                var y3:Number = y0 - vx0 / 3;
                fb.noStroke();
                fb.fill( p.color );
                fb.quad( x0, y0, x1, y1, x2, y2, x3, y3 );
                fb.stroke( 0, 0.1 );
                fb.line( x0, y0, x1, y1 );
                fb.line( x2, y2, x3, y3 );
            }
			fb.endDraw();
		}
    }
}

class Particle {
    //位置
    public var x:Number;
    public var y:Number;
    //加速度
    public var ax:Number = 0;
    public var ay:Number = 0;
    //速度
    public var vx:Number = 0;
    public var vy:Number = 0;
    //色
    public var color:uint;
    function Particle( px:Number, py:Number, col:uint ) {
        x = px;
        y = py;
        color = col;
    }
}