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entropy

えんとろぴーが ぞうだいする!
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by Susisu 02 Sep 2010
package {
    /*
        えんとろぴーが ぞうだいする!
    */
    import flash.display.Bitmap;
    import flash.display.BitmapData;
    import flash.events.Event;
    import flash.display.Sprite;
    import flash.geom.Point;
    public class FlashTest extends Sprite {
        public var particles:Vector.<Particle>=new Vector.<Particle>();
        public var canvas:BitmapData=new BitmapData(495,495);
        public var bmp:Bitmap=new Bitmap(canvas);
        public function FlashTest() {
            for(var i:int=0;i<100;i++){
                for(var j:int=0;j<100;j++){
                    var r:Number=Math.random()*2*Math.PI;
                    particles.push(new Particle(i+465/2-50,j+465/2-50,Math.cos(r),Math.sin(r)));
                }
            }

            canvas.setPixel32(1,1,0xffff0000);
            addChild(bmp);
            addEventListener(Event.ENTER_FRAME,onEnterFrame);
        }
        public function onEnterFrame(e:Event):void{
            canvas.fillRect(canvas.rect,0);
            for(var i:int=0;i<10000;i++){
                particles[i].x+=particles[i].v.x;
                particles[i].y+=particles[i].v.y;
                if(particles[i].x<0){particles[i].x=0;particles[i].v.x=0;}
                else if(particles[i].x>465){particles[i].x=465;particles[i].v.x=0;}
                if(particles[i].y<0){particles[i].y=0;particles[i].v.y=0;}
                else if(particles[i].y>465){particles[i].y=465;particles[i].v.y=0;}
                var r:Number=Math.random()*2*Math.PI;
                var p:Point=new Point(Math.cos(r)*0.125,Math.sin(r)*0.125);
                particles[i].v=particles[i].v.add(p);
                canvas.setPixel32(particles[i].x,particles[i].y,0xff000000);
            }

        }
    }

}
import flash.geom.Point;
class Particle{
    public var x:Number=0;
    public var y:Number=0;
    public var v:Point=new Point(0,0);
    public function Particle(x:Number,y:Number,vx:Number,vy:Number){
        this.x=x;
        this.y=y;
        this.v.x=vx;
        this.v.y=vy;
    }

}