ff^3: 最終課題
30fps→50fps
滑らかになった
/**
* Copyright tsu_droid ( http://wonderfl.net/user/tsu_droid )
* MIT License ( http://www.opensource.org/licenses/mit-license.php )
* Downloaded from: http://wonderfl.net/c/k4Bd
*/
// forked from f14xx1's forked from: forked from: 最終課題
// forked from kirbyUFO's forked from: 最終課題
// forked from Flagfighter172's 最終課題
// forked from Flagfighter172's forked from: flash on 2010-3-18
// forked from poplaryy's flash on 2010-3-18
package
{
import flash.display.Sprite;
import flash.events.Event;
import flash.display.Bitmap;
import flash.display.BitmapData;
import flash.events.MouseEvent;
import flash.filters.BlurFilter;
import flash.filters.ColorMatrixFilter;
import flash.filters.GlowFilter;
import flash.geom.Matrix;
import flash.geom.Point;
[SWF(width = "465", height = "465", backgroundColor = "0", frameRate = "50")]
public class Particles extends Sprite
{
private var NUM:int = 50;
private var p:Particle = new Particle();
private var bd:BitmapData = new BitmapData(465, 465,false,0);
private var m:Matrix = new Matrix(1, 0, 0, 1,0,0);
public function Particles()
{
// take a capture after 10 sec
Wonderfl.capture_delay( 10 );
var bmp:Bitmap = new Bitmap(bd);
bd.fillRect(bd.rect, 0);
addChild(bmp);
for ( var i:int = 0; i < NUM; i++ ) {
var next:Particle = p;
p = new Particle();
p.next = next;
addChild( p );
}
addEventListener(Event.ENTER_FRAME, onEnterFrame);
stage.addEventListener(MouseEvent.MOUSE_DOWN, onDown);
stage.addEventListener(MouseEvent.MOUSE_UP, onUp);
stage.addEventListener(Event.MOUSE_LEAVE, onUp);
}
private var isDown:Boolean = false;
private function onDown(e:MouseEvent):void {
isDown = true;
}
private function onUp(e:Event):void {
isDown = false;
}
private function onEnterFrame(e:Event):void {
if ( !stage ) return;
var current:Particle = this.p;
var p:Point = isDown?new Point(stage.mouseX, stage.mouseY):null;
do{
current.update(p);
} while ( current = current.next )
bd.lock();
bd.applyFilter(bd, bd.rect, new Point(), new ColorMatrixFilter([
0.95, 0, 0, 0, 0,
0, 0.96, 0, 0, 0,
0, 0, 0.97, 0, 0,
0, 0, 0, 1, 0,
]));
bd.draw(stage);
//bd.applyFilter(bd, bd.rect, new Point(), new BlurFilter(4, 9, 5));
bd.unlock();
}
}
}
import flash.display.*;
import flash.geom.Point;
class Particle extends Sprite {
public var next:Particle;
private var vx:Number;
private var vy:Number;
private var vz:Number;
private function rgb2hex(r:Number = 0, g:Number = 0, b:Number = 0):uint {
r = Math.round(r);
g = Math.round(g);
b = Math.round(b);
var rgb:uint = 0xff000000 + r * 0x10000 + g * 0x100 + b;
return rgb;
}
public function Particle() {
var v:Number = Math.random();
var col1:uint = rgb2hex(v*8,v*32,v*255);
var col2:uint = rgb2hex(v*64,v*128,v*255);
graphics.beginFill(col1, 0.25);
graphics.drawCircle(0,0,v*3);
graphics.beginFill(col2, 1);
graphics.drawCircle(0,0,v);
init();
}
private function init():void{
var theta:Number = Math.random() * Math.PI * 2;
var phi:Number = Math.random() * Math.PI; phi = - Math.PI * 0.35;
// x,y,z: 初期位置の単位ベクトル
var x:Number = Math.cos(theta); // 最初から x を使うとなにかおかしい
var y:Number = Math.sin(theta) * Math.cos(phi);
var z:Number = Math.sin(theta) * Math.sin(phi);
// px, py, pz: ランダム速度
var px:Number = Math.random() - 0.5;
var py:Number = Math.random() - 0.5;
var pz:Number = Math.random() - 0.5;
// i: 速度の原点方向の成分の大きさ
var i:Number = px * x + py * y + pz * z;
px -= i * x;
py -= i * y;
pz -= i * z;
// i: ジャイロの軸方向の成分の大きさ
i = py * Math.sin(phi) - pz * Math.cos(phi);
py -= i * Math.sin(phi);
pz += i * Math.cos(phi);
var p:Number = 1 / Math.sqrt(px * px + py * py + pz * pz);
px *= p;
py *= p;
pz *= p;
// px, py, pz: 正規化完了
if ( (x * py - y * px) > 0 ) { // 座標と進行方向の外積のz座標
px *= -1;
py *= -1;
pz *= -1;
}
// 向きを揃えた
var r:Number = 130+Math.random() * Math.random()*130; // 初期半径
var v:Number = Math.sqrt(r)*0.185; // 初期速度
this.x = 232 + r * x; // 232:wonderfl的中心座標
this.y = 200 + r * y;
this.z = r * z;
vx = px * v;
vy = py * v;
vz = pz * v;
this.blendMode = "add";
}
public function update(p:Point):void {
x += vx;
y += vy;
z += vz;
if ( !p ) p = new Point(232, 200);
var px:Number = x - p.x;
var py:Number = y - p.y;
var r:Number = 900 / Math.pow(px*px+py*py+z*z,1.5);
vx -= px * r;
vy -= py * r;
vz -= z * r;
if( x > 1465 || x < -1000 ){
init();
}
}
}