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

forked from: forked from: forked from: 重力マウス(プチ軽量化:10万パーティクル)

リンクリストにしてみたけどそんなに速くない??
_bmd.fillRect()を_bmd.setPixel()に変更。
sin(),cos(),atan2(),sqrt()を排除。
Add final class / mouseEnalbled = false by clockmaker
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by 3.14 29 Jan 2011
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/**
 * Copyright 3.14 ( http://wonderfl.net/user/3.14 )
 * MIT License ( http://www.opensource.org/licenses/mit-license.php )
 * Downloaded from: http://wonderfl.net/c/lcEl
 */

// forked from 3.14's forked from: forked from: 重力マウス(プチ軽量化:10万パーティクル)
// forked from voidbox's forked from: 重力マウス(プチ軽量化:10万パーティクル)
// forked from clockmaker's 重力マウス(プチ軽量化:10万パーティクル)
// forked from coppieee's 重力マウス(さらに軽量化してみた)
// forked from paq's forked from: 重力マウス(ちょっぴり軽量化してみた)
// forked from fumix's 重力マウス(リンクリストにしてみた)
// forked from undo's 重力マウス
// リンクリストにしてみたけどそんなに速くない??
//_bmd.fillRect()を_bmd.setPixel()に変更。
//sin(),cos(),atan2(),sqrt()を排除。
// Add final class / mouseEnalbled = false by clockmaker
package
{
    import flash.display.Bitmap;
    import flash.display.BitmapData;
    import flash.display.Sprite;
    import flash.display.StageAlign;
    import flash.display.StageScaleMode;
    import flash.events.Event;
    import flash.events.MouseEvent;
    import flash.geom.ColorTransform;
    import flash.geom.Point;
    import flash.geom.Rectangle;
    import net.hires.debug.Stats;

    [SWF(frameRate='60', width='465', height='465', backgroundColor='0x0')]

    import flash.utils.Dictionary;
    import flash.events.MouseEvent;
    public class ParticleTest1 extends Sprite
    {
        private var _bmp:Bitmap;
        private var _bmd:BitmapData;
        private var _bmdRect:Rectangle;
        private var _colorTransform:ColorTransform = new ColorTransform(0.6, 0.7, 0.96, 1.0);

        private var _first:Node;
        private var _maxNum:int = 1000000; // 20万パーティクルでも45fpsぐらいでる
        private var _cnt:int = 0;

        public function ParticleTest1()
        {
            if(stage) init(null);
            else addEventListener(Event.ADDED_TO_STAGE, init);
            return;
        }

        private function init(evt:Event):void
        {
            removeEventListener(Event.ADDED_TO_STAGE, init);
            
            this.stage.align = StageAlign.TOP_LEFT;
            this.stage.scaleMode = StageScaleMode.NO_SCALE;
            this.stage.quality = "low";
            this.stage.frameRate = 30;
            this.mouseEnabled = false;
            this.mouseChildren = false;
        
            var old:Node;

            _bmd = new BitmapData(465, 465, false, 0x000000);
            _bmp = new Bitmap(_bmd);
            addChild(_bmp);
            this._bmdRect = _bmd.rect;

            for (var i:int = 0; i < this._maxNum; i++)
            {
                var n:Node = new Node();
                n.pos_x = Math.random() * 465 >> 0;
                n.pos_y = Math.random() * 465 >> 0;
                //リンクリスト
                if (_first == null) {
                    old = _first = n;
                } else {
                    old.next = n;
                    old = n;
                }
            }
            
            addChild(new Stats());
            addEventListener(Event.ENTER_FRAME, onEnter);
        }

        private function onEnter(evt:Event):void
        {
            var k:Number = Math.sin(_cnt*0.01)+0.75;
            var gravPoint_x:Number = mouseX;
            var gravPoint_y:Number = mouseY;
            var n:Node = _first;
            var calc:Boolean = _cnt % 4 == 0;
            
            this._bmd.lock();
            do
            {
                // 4回に1回ぐらいの処理に
                if(calc){
                    var diff_x:Number = gravPoint_x - n.pos_x;
                    var diff_y:Number = gravPoint_y - n.pos_y;
                    var acc:Number = k * 1000000 / (diff_x * diff_x + diff_y * diff_y);                    
                    var acc_x:Number = acc * diff_x;
                    var acc_y:Number = acc * diff_y;
                    n.v_x += acc * diff_x;
                    n.v_y += acc * diff_y;
                }
                
                n.pos_x += n.v_x;
                n.pos_y += n.v_y;
                
                n.v_x *= 0.96;
                n.v_y *= 0.96;
                
                
                
                this._bmd.setPixel(n.pos_x >> 0, n.pos_y >> 0, 0xffffff); 
            }
            while (n = n.next);
            this._bmd.colorTransform(this._bmdRect, this._colorTransform);
            this._bmd.unlock();
            
            _cnt ++;
        }
    }
}

final class Node
{
    public var v_x:Number = 0;
    public var v_y:Number = 0;
    public var pos_x:Number = 0;
    public var pos_y:Number = 0;
    public var next:Node;
}