クリスマスリース的な何か
/**
* Copyright demouth ( http://wonderfl.net/user/demouth )
* MIT License ( http://www.opensource.org/licenses/mit-license.php )
* Downloaded from: http://wonderfl.net/c/jl0p
*/
package
{
import flash.display.*;
import flash.events.Event;
import flash.geom.*;
[SWF(width="465", height="465", backgroundColor="0xFFFFFF", frameRate="60")]
public class FlashTest extends Sprite
{
public var numPc:int = 200;
public var pc:Vector.<Particle> = new Vector.<Particle>();
public var bitmap:Bitmap = new Bitmap(new BitmapData(465, 465 , true , 0xFFFFFFFF));
public var shape:Shape = new Shape();
public function FlashTest ()
{
super();
if (this.stage) this.init()
else this.addEventListener(Event.ADDED_TO_STAGE , init);
}
private function init(event:Event = null):void
{
this.stage.scaleMode = StageScaleMode.NO_SCALE;
this.stage.align = StageAlign.TOP_LEFT;
this.addChild(this.bitmap);
this.addChild(this.shape);
this.addEventListener(Event.ENTER_FRAME , enterFrameHandler);
}
private function enterFrameHandler(e:Event):void
{
this.deletePc();
this.createPc();
this.move();
this.rendering(this.shape.graphics);
this.draw(this.getMatrix(0));
this.draw(this.getMatrix(Math.PI));
this.draw(this.getMatrix(Math.PI / 2));
this.draw(this.getMatrix(Math.PI / 2 + Math.PI));
}
private function draw(matrix:Matrix):void
{
this.bitmap.bitmapData.draw(this.shape , matrix);
}
private function getMatrix(rotate:Number):Matrix
{
var mat:Matrix = new Matrix();
mat.translate(-232, -232);
mat.rotate(rotate);
mat.translate(232, 232);
return mat;
}
private function rendering(g:Graphics):void
{
var g:Graphics = g;
g.clear();
var l:int = this.pc.length - 1;
var i:int = 0;
for (i = 0; i < l; i++)
{
var p:Particle = this.pc[i];
var radius:Number = ( Math.abs(p.sx) + Math.abs(p.sy) ) * 1 ;
g.beginFill(0x660033 , 1);
g.drawCircle(p.x , p.y , radius + 1 );
g.endFill();
g.beginFill(0x009966 , 1);
g.drawCircle(p.x , p.y , radius );
g.endFill();
}
}
private function move():void
{
var l:int = this.pc.length - 1;
var i:int = 0;
for (i = 0; i < l; i++)
{
var p:Particle = this.pc[i];
p.sx += p.ax;
p.sy += p.ay;
p.ax = 0;
p.ay = 0;
p.x += p.sx;
p.y += p.sy;
p.sx *= 0.9;
p.sy *= 0.9;
if (
(Math.abs(p.sx) < 0.5)
&&
(Math.abs(p.sy) < 0.5)
)
{
p.end = true;
}
}
}
private function createPc():void
{
var l:int = this.numPc;
var i:int = 0;
for (i = this.pc.length; i < l; i++)
{
var p:Particle = new Particle();
var pow:Number = Math.random() * 10;
var angle:Number = Math.PI * 2 * Math.random();
var x:Number = Math.sin(angle) * pow;
var y:Number = Math.cos(angle) * pow;
p.x = this.stage.mouseX;
p.y = this.stage.mouseY;
p.ax = x;
p.ay = y;
p.sx = 0;
p.sy = 0;
p.end = false;
this.pc.push(p);
}
}
private function deletePc():void
{
var l:int = this.pc.length - 1;
var i:int = 0;
for (i = l; i >= 0; i--)
{
var p:Particle = this.pc[i];
if (p.end)
{
this.pc.splice(i, 1);
p = null;
}
}
}
}
}
class Particle
{
public var x:Number = 0;
public var y:Number = 0;
public var ax:Number = 0;
public var ay:Number = 0;
public var sx:Number = 0;
public var sy:Number = 0;
public var end:Boolean = false;
}