In case Flash no longer exists; a copy of this site is included in the Flashpoint archive's "ultimate" collection.

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

forked from: forked from: forked from: Force Field

BlurYを強調してオーロラ感
Get Adobe Flash player
by yd_niku 12 Apr 2009
// forked from yd_niku's forked from: forked from: Force Field
// forked from yd_niku's forked from: Force Field
// forked from Saqoosha's Force Field
// BlurYを強調してオーロラ感
package {
	
	import __AS3__.vec.Vector;
	
	import flash.display.Bitmap;
	import flash.display.BitmapData;
	import flash.display.BlendMode;
	import flash.display.Graphics;
	import flash.display.PixelSnapping;
	import flash.display.Shape;
	import flash.display.Sprite;
	import flash.display.StageQuality;
	import flash.events.Event;
	import flash.events.TimerEvent;
	import flash.filters.BlurFilter;
	import flash.filters.ColorMatrixFilter;
	import flash.filters.GlowFilter;
	import flash.geom.ColorTransform;
	import flash.geom.Matrix;
	import flash.geom.Point;
	import flash.utils.Timer;
	import flash.utils.getTimer;
	
	import frocessing.color.ColorHSV;
	
	import net.hires.debug.Stats;
	
	[SWF(backgroundColor=0x0, frameRate=60)]
	
	public class FlashTest extends Sprite {
		
		private static const ZERO_POINT:Point = new Point();
		
		private static const MAP_SCALE:Number = 0.25;
		private static const TRAIL_SCALE:Number =4;
		private static const DRAW_SCALE:Number = 0.5;
		
		private var _timer:Timer;
		private var _seed:Number = new Date().getTime();
		private var _offsets:Array = [new Point(), new Point()];
		private var _forcemap:BitmapData;
		private var _count:int = 0;
		
		private var _particles:Vector.<Particle>;
		private var _canvas:Shape;
		private var _fade:BitmapData;
		private var _darken:ColorMatrixFilter = new ColorMatrixFilter([
		1, 0, 0, 0, -2,
		0, 1, 0, 0, -2,
		0, 0, 1, 0, -2,
		0, 0, 0, 1, 0
		]);
		private var _blur:BlurFilter = new BlurFilter(1, 8, 2 );
                private var _blurTimer:Timer = new Timer(40);
		
		private var _drawMatrix:Matrix = new Matrix(DRAW_SCALE, 0, 0, DRAW_SCALE, 0, 0);
		private var _drawColor:ColorTransform = new ColorTransform( 0.1, 0.1, 0.2 );
		
		public function FlashTest() {
                        this.stage.quality = StageQuality.LOW;
			
			this._timer = new Timer(500, 0);
			this._timer.addEventListener(TimerEvent.TIMER, this._onTimer);
			this._timer.start();
			this._forcemap = new BitmapData(475 * MAP_SCALE, 475 * MAP_SCALE, false, 0x0);

                        this._blurTimer.addEventListener( TimerEvent.TIMER, onBlurTimer );
                        this._blurTimer.start();
                        
			this._particles = new Vector.<Particle>();
			
			this._fade = new BitmapData( 475 * DRAW_SCALE, 475 * DRAW_SCALE, false, 0x0 );
			var bm:Bitmap = this.addChild(new Bitmap(this._fade, PixelSnapping.AUTO, true)) as Bitmap;
			bm.scaleX = bm.scaleY = 1 / DRAW_SCALE;
			
			this._canvas = new Shape();
                        //this.addChild( this._canvas );
			//this._canvas.blendMode = BlendMode.ADD;

			this.addEventListener(Event.ENTER_FRAME, this._onEnterFrame);
			
			this.stage.addChild(new Stats());
		}
		
		private function _onTimer(e:TimerEvent = null):void {
			var t:int = getTimer();
			this._offsets[0].x = t / 20;
			this._offsets[1].y = t / 32;
			this._forcemap.perlinNoise(150, 150, 2, this._seed, true, true, 3, false, this._offsets);
		}
		private function onBlurTimer(e:TimerEvent):void{
                        if (this._count & 1) {
                            this._fade.lock();
			    this._fade.draw(this._canvas, this._drawMatrix, this._drawColor, BlendMode.ADD);
			    this._fade.applyFilter(this._fade, this._fade.rect, ZERO_POINT, this._blur);
			    this._fade.unlock();
                        }
                        if (this._count & 0x4) {
                            this._onTimer();
                        }
                        this._count++;
                }
		private var color:ColorHSV = new ColorHSV(0, 0.5);
                private static const colorCycle:uint = 20000;
                private static const angleCycle:uint = 1000;
                private static const sx:int = 237;
                private static const sy:int = 237;
                private static const PI:Number = Math.PI;
		private function _onEnterFrame(e:Event):void {
                        var n:uint = 10;
                        var plist:Vector.<Particle>= this._particles;
                        var a:Number; var p:Particle;
                        var t:uint = getTimer();
                        const angle:Number= t / angleCycle;
                        color.h =  t / colorCycle* 360;
			while (n--) {
			    a = angle + Math.random()* PI;
			    p = new Particle( sx, sy, Math.cos(a), Math.sin(a), color.value );
			    plist.push(p);
			    a = angle + Math.random()* PI;
			    p = new Particle( sx, sy, Math.cos(a), Math.sin(a), color.value );
			    plist.push(p);
			}
			
			var g:Graphics = this._canvas.graphics;
			g.clear();
			
                        var map:BitmapData = this._forcemap;
			n = plist.length;
                        var c:uint;
                        const mapScale:Number =MAP_SCALE;
                        const trailScale:Number =TRAIL_SCALE;
                        const ac:uint = 0xFF; const bc:uint = 0x80;const dlife:uint= 5;
                        const top:int =-10; const bottom:int = 485;
                        const left:int =-10; const right:int = 485;
                        const k:Number = 0.8; const lK:Number = 0.0006;
			while (n--) {
				p =plist[n];
				c = map.getPixel(p.x * mapScale, p.y * mapScale );
				p.vx += (((c >> 16) & ac) - bc) / bc* k;
				p.vy += (((c >> 8) & ac) - bc) / bc* k;
				p.x += p.vx;
				p.y += p.vy;
				p.life -= dlife;
				if ( p.life < 0 || p.x < left || p.x > right || p.y < top || p.y > bottom) {
					plist.splice(n, 1);
				} else {
					g.lineStyle(0, p.color, p.life*lK);
					g.moveTo(p.x, p.y);
					g.lineTo(p.x - (p.x - p.px) *trailScale, p.y - (p.y - p.py) * trailScale);
					p.px = p.x;
					p.py = p.y;
				}
			}
		}
	}
}



class Particle {
	public var x:Number = 0;
	public var y:Number = 0;
	public var px:Number = 0;
	public var py:Number = 0;
	public var vx:Number = 0;
	public var vy:Number = 0;
	public var life:int= 1000;
	public var color:uint = 0xffffff;
	public function Particle(x:Number = 0, y:Number = 0, vx:Number = 0, vy:Number = 0, color:uint = 0xffffff) {
		this.x = this.px = x;
		this.y = this.py = y;
		this.vx = vx;
		this.vy = vy;
		this.color = color;
	}
}