forked from: FF: Gravity Particles
Click/hold mouse or use arrow keys to move particles.
I think it looks like an exploded bag of flour when you use the mouse :)
/**
* Copyright JZE ( http://wonderfl.net/user/JZE )
* MIT License ( http://www.opensource.org/licenses/mit-license.php )
* Downloaded from: http://wonderfl.net/c/jDFL
*/
// forked from bradsedito's FF: Gravity Particles
// forked from JZE's Gravity Particles
package {
import flash.filters.BlurFilter;
import net.hires.debug.Stats;//
import flash.geom.ColorTransform;
import flash.display.Bitmap;
import flash.display.BitmapData;
import flash.geom.Point;
import flash.events.Event;
import flash.display.Sprite;
import flash.events.MouseEvent;
import flash.events.KeyboardEvent;
[SWF(width=500,height=500,backgroundColor=0,frameRate=50)]
public class particlesmain extends Sprite
{
private var ps:Vector.<particle>;
private var i:uint;
private var curp:Point;
private var c:BitmapData;
private var bmp:Bitmap;
private var btrans:ColorTransform;
private var pxs:Vector.<uint>;
private var down:Boolean;
private var keys:Vector.<Boolean>;
private var plen:uint;
private var bfilt:BlurFilter;
public function particlesmain() {
keys = new Vector.<Boolean>(4, true);
// btrans = new ColorTransform(0.9, 0.9, 0.9, 1.0);//the original
// btrans = new ColorTransform(0.99, 0.8, 0.00, 1.0);//this filter is awesome, especially with the speed line on instead of the static color!
btrans = new ColorTransform(0.99, 0.99, 0.99, 1.0);
bfilt = new BlurFilter(2, 2, 3);
plen = 7000;
c = new BitmapData(stage.stageWidth, stage.stageHeight, false, 0);
bmp = new Bitmap(c);
addChild(bmp);
addChild(new Stats());//
ps = new Vector.<particle>(plen, true);
for(i = 0; i < plen; i++) {
ps[i] = new particle(Math.round(Math.random()*stage.stageWidth), Math.round(Math.random()*stage.stageHeight));
}
addEventListener(Event.ENTER_FRAME, cycle);
stage.addEventListener(MouseEvent.MOUSE_DOWN, mdo);
stage.addEventListener(MouseEvent.MOUSE_UP, mup);
stage.addEventListener(KeyboardEvent.KEY_DOWN, kdo);
stage.addEventListener(KeyboardEvent.KEY_UP, kup);
}
private function mdo(e:MouseEvent):void {
down = true;
}
private function mup(e:MouseEvent):void {
down = false;
}
private function kdo(e:KeyboardEvent):void {
e.keyCode < 41 && e.keyCode > 36 ? keys[e.keyCode-37] = true:0;
}
private function kup(e:KeyboardEvent):void {
e.keyCode < 41 && e.keyCode > 36 ? keys[e.keyCode-37] = false:0;
}
private function cycle(e:Event):void {
pxs = c.getVector(c.rect);
i = plen;
while(--i > -1) {
curp = ps[i].move(stage.stageWidth, stage.stageHeight, new Point(mouseX, mouseY), down, keys);
curp.y*stage.stageWidth+curp.x <= pxs.length-1 && curp.x >= 0 && curp.y >= 0 ? pxs[curp.y*stage.stageWidth+curp.x] |= 0xFFFFFF:0;//change the color here for a different pattern. 0x0088FF and 0xFFAA00 and 0xFF8800 and 0xFF00DD are really cool.
//switch this next line for the previous line to have the color depend on particle speed.
//curp.y*stage.stageWidth+curp.x <= pxs.length-1 && curp.x >= 0 && curp.y >= 0 ? pxs[curp.y*stage.stageWidth+curp.x] |= ((curp.x-ps[i].x)*(curp.x-ps[i].x)+(curp.y-ps[i].y)*(curp.y-ps[i].y))/200*0xFFFFFF:0;
}
c.setVector(c.rect, pxs);
c.colorTransform(c.rect, btrans);
c.applyFilter(c, c.rect, new Point(0, 0), bfilt);
}
}
}
import flash.geom.Point;
class particle extends Point {
private var xv:Number;
private var yv:Number;
private var prevx:int;
private var prevy:int;
private var angle:int;
private var i:uint;
public function particle(_x:int, _y:int):void {
super(_x, _y);
xv = yv = 0;
}
public function move(w:int, h:int, m:Point, d:Boolean, k:Vector.<Boolean>):Point {
xv *= 0.99;
yv *= 0.99;
prevx = x;
prevy = y;
if(d) {
angle = Math.atan2(m.y-y, m.x-x);
xv += Math.cos(angle);
yv += Math.sin(angle);
}
yv += 0.2;//downwards gravity
for(i = 0; i < 4; i++) {
if(k[i]) {
switch(i) {
case 0:xv--;break;
case 1:yv--;break;
case 2:xv++;break;
case 3:yv++;break;
}
}
}
x += xv+Math.random()*4-2;
y += yv+Math.random()*4-2;
if(x > w) {
xv = ~xv+1;
x = w-1;
}
else if(x < 0) {
xv = ~xv+1;
x = 1;
}
if(y > h) {
yv = ~yv+1;
y = h-1;
}
else if(y < 0) {
yv = ~yv+1;
y = 1;
}
xv > 7 ? xv = 7:0;
yv > 7 ? yv = 7:0;
return new Point(prevx, prevy);
}
}