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

forked from: パーティクルの動きを線で表現

/**
 * Copyright kamihiro ( http://wonderfl.net/user/kamihiro )
 * MIT License ( http://www.opensource.org/licenses/mit-license.php )
 * Downloaded from: http://wonderfl.net/c/jO6v
 */

// forked from _shimizu's パーティクルの動きを線で表現
// forked from _shimizu's パーティクルの描画
package {
	import flash.text.TextFormat;
	import flash.text.TextField;

	import flash.events.Event;
	import flash.events.IEventDispatcher;
	import flash.events.MouseEvent;
	import flash.filters.BlurFilter;
	import flash.display.Bitmap;
	import flash.geom.ColorTransform;
	import flash.display.BitmapData;
	import flash.display.BitmapDataChannel;
    import flash.display.Sprite;
    import frocessing.core.F5BitmapData2D;
    
    [SWF(width=465,height=465,backgroundColor=0,frameRate=60)]
    public class FlashTest extends Sprite {
    		private var fb:F5BitmapData2D;
    		private var colortrans:ColorTransform;
    		private var vectormap:BitmapData;
    		private var particles:Array;
    		private var particle_number:uint = 100;
    		private var size:Number = 465;
    
        public function FlashTest() {
        		//bitmapdata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( 0.92, 0.95, 0.95 );
        		//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{
        		var randomSeed:int = Math.random() * 0xFFFFFFFF;
        		var colors:uint = BitmapDataChannel.RED | BitmapDataChannel.GREEN;
        		vectormap.perlinNoise( size/2, size/2, 4, 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{

        		//パーティクルの描画
        		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; }
        			//線の描写
        			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;
	}
}