In case Flash no longer exists; a copy of this site is included in the Flashpoint archive's "ultimate" collection.

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

forked from: 高速な蟻

参考文献:http://moringo.moo.jp/wordpress/?p=128
FULL SCREEN にできま・・・せん
Get Adobe Flash player
by paq 05 Dec 2009
    Embed
/**
 * Copyright paq ( http://wonderfl.net/user/paq )
 * MIT License ( http://www.opensource.org/licenses/mit-license.php )
 * Downloaded from: http://wonderfl.net/c/lURC
 */

// forked from clockmaker's 高速な蟻
// forked from tktr90755's 蟻
//参考文献:http://moringo.moo.jp/wordpress/?p=128
//FULL SCREEN にできま・・・せん
package {
        
    // フォーク回数が20回までいって・・・ません
    import flash.display.*;
    import flash.geom.*;
    import flash.events.*;
    import flash.filters.*;
    import flash.utils.*;
    import flash.geom.*;
    import net.hires.debug.Stats;    
    
    [SWF(width="465", height="465", backgroundColor="0xFFFFFF", frameRate="60")]
    public class Main extends Sprite {
        
        private var forceMap:BitmapData = new BitmapData( 233, 233, false, 0xFFFFFFFF );
        private var randomSeed:uint = Math.floor( Math.random() * 0xFFFF );
        private var seed:Number = Math.floor( Math.random() * 0xFFFF );
        private var offset:Array = [new Point(), new Point()];
        private var timer:Timer;
        private var buffer:BitmapData = new BitmapData(465, 465, true, 0xFFFFFFFF);
        private var screen:Bitmap = new Bitmap(buffer);
        private var particleList:Array = [];
        private var point:Point = new Point();
        
        function Main()
        {
            // フォースマップの初期化をおこないます
            //resetFunc();
            
            // ループ処理
            addEventListener( Event.ENTER_FRAME, loop );
            
            // 時間差でフォースマップと色変化の具合を変更しています
            /*var timer:Timer = new Timer(1000);
            timer.addEventListener(TimerEvent.TIMER, resetFunc);
            timer.start();*/
            
            // 矢印をプレレンダリング
            var dummyHolder:Sprite = new Sprite();
            drawAnt();
            dummyHolder.addChild(ant);
            
            var temp:BitmapData;
            var rect:Rectangle;
            var matrix:Matrix = new Matrix();
            var j:int = ALPHA_STEPS;
            while(j--) {
                var i:int = ROT_STEPS;
                var k:int = j * ROT_STEPS;
                while (i--) {
                    matrix.identity();
                    matrix.rotate( ( 360 / ROT_STEPS * i )* Math.PI / 180);
                    matrix.translate(11, 11);
                    temp = new BitmapData(17, 17, true, 0x000000);
                    temp.draw(dummyHolder, matrix);
                    rotArr[i+k] = new DisplayImage(temp, 11, 11);
                }
            }
            
            // パーティクルを生成します
            for (i = 0; i < NUM_PARTICLE; i++) {particleList[i] = new Arrow(Math.random() * 465, Math.random() * 465);}
            addChild(screen);
            
            // デバッグ用のスタッツを表示しています
            addChild(new Stats);
            stage.quality = "low";                                                    
        }
        
        private var ant :Sprite;
        
        //アリの見た目がしょぼいです・・
    private function drawAnt():void
    {
        ant = new Sprite();
        ant.scaleX=
        ant.scaleY = 0.2;
        this.addChild( ant );
        
        var hip:Shape = new Shape();
        hip.graphics.beginFill(0x000000, 1);
        hip.graphics.drawEllipse( -23, -9, 19, 18 );
        hip.graphics.endFill();
        ant.addChild( hip );
        
        var head:Shape = new Shape();
        head.graphics.beginFill(0x000000, 1);
        head.graphics.drawEllipse( 9, -9, 19, 18 );
        head.graphics.endFill();
        ant.addChild( head );
        
        var body:Shape = new Shape();
        body.graphics.beginFill(0x000000, 1);
        body.graphics.drawEllipse( -14, -10, 28, 20 );
        body.graphics.endFill();
        ant.addChild( body );
        
        var reg:Shape = new Shape();
        reg.graphics.lineStyle (2, 0x000000, 1);
        reg.graphics.moveTo (10, 0);
        reg.graphics.lineTo (15, 15);
        reg.graphics.lineTo (30, 20);
        reg.graphics.moveTo (10, 0);
        reg.graphics.lineTo (15, -15);
        reg.graphics.lineTo (30, -20);
        reg.graphics.moveTo (0, 0);
        reg.graphics.lineTo (0, 15);
        reg.graphics.lineTo ( -10, 20);
        reg.graphics.moveTo (0, 0);
        reg.graphics.lineTo (0, -15);
        reg.graphics.lineTo ( -10, -20);
        reg.graphics.moveTo ( -10, 0);
        reg.graphics.lineTo ( -15, 15);
        reg.graphics.lineTo ( -30, 20);
        reg.graphics.moveTo ( -10, 0);
        reg.graphics.lineTo ( -15, -15);
        reg.graphics.lineTo ( -30, -20);
        ant.addChild(reg);
    }
        
        private function loop( e:Event ):void {

            var len:int = particleList.length;
            var arrow:Arrow;
            buffer.lock();
            //buffer.colorTransform(buffer.rect, new ColorTransform(1, 1, 1, 0));
            buffer.fillRect(buffer.rect , 0xFFFFFFFF);
            //particleList.sortOn("speed", Array.NUMERIC);

            for (var i:int = 0; i < len; i++) {
                arrow = particleList[i];
                //arrow.step(forceMap.getPixel( arrow.x >> 1, arrow.y >> 1));
                arrow.step(Math.random()*0xFFFFFF);
                point.x = arrow.x-arrow.img.cx;
                point.y = arrow.y-arrow.img.cy;
                buffer.copyPixels(arrow.img.bmp, arrow.img.bmp.rect, point, null, null, true);
            }
            buffer.unlock();
        }
        
        private function resetFunc(e:Event = null):void {
            forceMap.perlinNoise(117, 117, 3, seed, false, true, 6, false, offset);
            
            offset[0].x += 1.5;
            offset[1].y += 1;
            seed = Math.floor( Math.random() * 0xFFFFFF );
        }
    }
}
import flash.display.*;
import flash.geom.*;
const NUM_PARTICLE:uint = 2000;
const ROT_STEPS:int = 128;
const ALPHA_STEPS:int = 20;
var rotArr:Vector.<DisplayImage> = new Vector.<DisplayImage>(ROT_STEPS * ALPHA_STEPS, true);
var multiplyConst:Number = 64 / Math.PI;
class DisplayImage {
    
    public var bmp:BitmapData;
    public var rect:Rectangle;
    public var cx:int, cy:int;
    
    function DisplayImage(bmp:BitmapData, cx:int, cy:int) {
        this.bmp = bmp;
        this.rect = bmp.rect;
        this.cx = cx;
        this.cy = cy;
        trimming();
    }
    
    private function trimming():void {
        var rect:Rectangle = bmp.getColorBoundsRect(0xFF000000, 0x00000000);
        var temp:BitmapData = new BitmapData(rect.width, rect.height, true, 0x00000000);
        cx -= rect.x;
        cy -= rect.y;
        temp.copyPixels(bmp, rect, new Point(0, 0));
        bmp = temp;
    }
}
class Arrow {
    
    public var img:DisplayImage;
    public var x:int, y:int;
    public var vx:Number = 0, vy:Number = 0, ax:Number = 0, ay:Number = 0;
    public var rot:int = 0, speed:int = 0;
    
    function Arrow(x:int, y:int) {
        this.x = x;
        this.y = y;
    }
    
    public function step(col:uint):void {
        if (Math.random()*5>>0)
        {
            ax += ( (col      & 0xff) - 0x80 ) * .0002;
            ay += ( (col >> 8 & 0xff) - 0x80 ) * .0002;
            vx += ax;
            vy += ay;
            x += vx;
            y += vy;
            var dir:Number = Math.atan2( vy, vx );
            rot = ((128 + dir * multiplyConst) & 127);
            speed = Math.min(ALPHA_STEPS-1, (vx*vx + vy*vy) >> 1); // *0.5
        }
        
        
        img = rotArr[rot + (Math.random()*10>>0) + ROT_STEPS * speed];
        
        ax *= .96;
        ay *= .96;
        vx *= .92;
        vy *= .92;
        
        ( x > 465 ) ? x = 1 : ( x < 1 ) ? x = 465 : 0;
        ( y > 465 ) ? y = 1 : ( y < 1 ) ? y = 465 : 0;
    }
}