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 nulldesign's Liquid10000
package {
import flash.display.Sprite;
import flash.display.BitmapData;
import flash.display.Bitmap;
import flash.geom.ColorTransform;
import flash.display.BitmapDataChannel;
import flash.events.Event;
import flash.events.MouseEvent;
import frocessing.core.F5BitmapData2D;
[SWF(width=465,height=465,backgroundColor=0,frameRate=60)]
public class F5BitmapDataSample2 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 F5BitmapDataSample2() {
//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の初期化
vectormap = new BitmapData( size, size, false, 0 );
reset();
//イベント
addEventListener( Event.ENTER_FRAME, enterframe );
stage.addEventListener( MouseEvent.CLICK, reset );
}
private function reset( e:MouseEvent = null ):void {
//ベクトルマップの初期化
var randomSeed:int = Math.random()*0xFFFFFFFF;
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()*0.4, 0.5+Math.random()*0.5 );
else
c = 0xffffff;
particles[i] = new Particle( Math.random()*size, Math.random()*size, c );
}
//エフェクト
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();
}
}
}
//パーティクルクラス
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;
}
}