色と透明度もいれてみた。速度向上したらいいなばーじょん
矢印がいっぱいなんだけど、高速なデモ
画質はディフォルトの StageQuality.HIGH で
矢印 1000個
@author Yasu
/**
* Copyright bkzen ( http://wonderfl.net/user/bkzen )
* MIT License ( http://www.opensource.org/licenses/mit-license.php )
* Downloaded from: http://wonderfl.net/c/lshb
*/
// forked from keno42's 角度計算修正、色と透明度もいれてみた。重ね順ソートが重い。
// forked from bkzen's forked from: BitmapDataで配列に格納すると高速化するよ(角度修正)
// forked from clockmaker's BitmapDataで配列に格納すると高速化するよ
// forked from clockmaker's 3D Flow Simulation with Field of Blur
// forked from clockmaker's 3D Flow Simulation
// forked from clockmaker's Interactive Liquid 10000
// forked from clockmaker's Liquid110000 By Vector
// forked from munegon's forked from: forked from: forked from: forked from: Liquid10000
// forked from Saqoosha's forked from: forked from: forked from: Liquid10000
// forked from nutsu's forked from: forked from: Liquid10000
// forked from nutsu's forked from: Liquid10000
// forked from zin0086's Liquid10000
package
{
/**
* 矢印がいっぱいなんだけど、高速なデモ
* 画質はディフォルトの StageQuality.HIGH で
* 矢印 1000個
* @author Yasu
*/
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")]
public class Main extends Sprite {
private const NUM_PARTICLE:uint = 1000;
private const ROT_STEPS:int = 120;
private const ALPHA_STEPS:int = 10;
private var forceMap:BitmapData = new BitmapData( 233, 233, false, 0x000000 );
private var randomSeed:uint = Math.floor( Math.random() * 0xFFFF );
private var particleList:Vector.<Arrow> = new Vector.<Arrow>(NUM_PARTICLE, true);
private var rect:Rectangle = new Rectangle( 0, 0, 465, 465 );
private var seed:Number = Math.floor( Math.random() * 0xFFFF );
private var offset:Array = [new Point(), new Point()];
private var timer:Timer;
private var world:Sprite = new Sprite();
private var worldAlphaChildren:Vector.<Sprite> = new Vector.<Sprite>(ALPHA_STEPS,true);
private var rotArr:Vector.<BitmapData> = new Vector.<BitmapData>(ROT_STEPS * ALPHA_STEPS, true);
public function Main() {
stage.align = StageAlign.TOP_LEFT;
stage.scaleMode = StageScaleMode.NO_SCALE;
stage.frameRate = 60;
addChild(world);
// 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 dummy:Sprite = new Sprite();
dummy.graphics.beginFill(0xFF4444, 1);
dummy.graphics.lineStyle(1, 0x0, 1);
dummy.graphics.moveTo(2, 4);
dummy.graphics.lineTo(8, 4);
dummy.graphics.lineTo(8, 0);
dummy.graphics.lineTo(20, 7);
dummy.graphics.lineTo(8, 14);
dummy.graphics.lineTo(8, 10);
dummy.graphics.lineTo(2, 10);
dummy.graphics.lineTo(2, 4);
var dummyBg:Sprite = new Sprite();
dummyBg.graphics.beginFill(0x4444FF, 0.5);
dummyBg.graphics.lineStyle(1, 0x0, 1);
dummyBg.graphics.moveTo(2, 4);
dummyBg.graphics.lineTo(8, 4);
dummyBg.graphics.lineTo(8, 0);
dummyBg.graphics.lineTo(20, 7);
dummyBg.graphics.lineTo(8, 14);
dummyBg.graphics.lineTo(8, 10);
dummyBg.graphics.lineTo(2, 10);
dummyBg.graphics.lineTo(2, 4);
var dummyHolder:Sprite = new Sprite();
dummyHolder.addChild(dummyBg);
dummyHolder.addChild(dummy);
var matrix:Matrix;
var j:int = ALPHA_STEPS;
while(j--){
var i:int = ROT_STEPS;
var k:int = j * ROT_STEPS;
worldAlphaChildren[ALPHA_STEPS-1-j] = new Sprite();
// 忘れがちだけどこれ入れるだけでマウスが乗った時の重さが違う
worldAlphaChildren[ALPHA_STEPS - 1 - j].mouseChildren = worldAlphaChildren[ALPHA_STEPS - 1 - j].mouseEnabled = false;
world.addChild( worldAlphaChildren[ALPHA_STEPS-1-j] );
dummy.alpha = j / (ALPHA_STEPS-1);
dummyBg.filters = [new BlurFilter(4.0*(1.0 - j / (ALPHA_STEPS-1)),4.0*(1.0 - j / (ALPHA_STEPS-1)))];
dummy.filters = [new BlurFilter(4.0*(1.0 - j / (ALPHA_STEPS-1)),4.0*(1.0 - j / (ALPHA_STEPS-1)))];
while (i--)
{
matrix = new Matrix();
matrix.translate( -11, -11);
matrix.rotate( ( 360 / ROT_STEPS * i )* Math.PI / 180);
matrix.translate( 11, 11);
rotArr[i+k] = new BitmapData(22, 22, true, 0x0);
rotArr[i+k].draw(dummyHolder, matrix);
}
}
// パーティクルを生成します
for (i = 0; i < NUM_PARTICLE; i++) {
var px:Number = Math.random() * 465;
var py:Number = Math.random() * 465;
particleList[i] = new Arrow(px, py);
world.addChild(particleList[i]);
}
// デバッグ用のスタッツを表示しています
addChild(new Stats);
}
private function loop( e:Event ):void {
var len:uint = particleList.length;
var col:Number;
for (var i:uint = 0; i < len; i++) {
var arrow:Arrow = particleList[i];
var oldX:Number = arrow.x;
var oldY:Number = arrow.y;
col = forceMap.getPixel( arrow.x >> 1, arrow.y >> 1);
arrow.ax += ( (col & 0xff) - 0x80 ) * .0005;
arrow.ay += ( (col >> 8 & 0xff) - 0x80 ) * .0005;
arrow.vx += arrow.ax;
arrow.vy += arrow.ay;
arrow.x += arrow.vx;
arrow.y += arrow.vy;
var _posX:Number = arrow.x;
var _posY:Number = arrow.y;
// rot成分
var rot:Number = - Math.atan2((_posX - oldX), (_posY - oldY)) * 180 / Math.PI + 90;
var angle:int = rot / 360 * ROT_STEPS | 0;
// Math.absの高速化ね
// angle = (angle ^ (angle >> 31)) - (angle >> 31);
// angle = (angle + 130) & 119; // (angle + 130) % 120 の高速化
// ↑これ & 2^n-1 になるときでないと使えないと思う
angle = (angle + 130) % 120;
arrow.rot += (angle - arrow.rot) * 0.2;
// alpha成分
var speed:int = (arrow.vx*arrow.vx + arrow.vy*arrow.vy) >> 1; // *0.5
speed = Math.min(ALPHA_STEPS-1, speed);
arrow.bitmapData = rotArr[arrow.rot + ROT_STEPS * speed];
// speedに応じてソート。これが重い
if (arrow.parent != world.getChildAt(speed))
{
// speed が違う場合のみ変更する。ってことにすれば少し違うかも
arrow.parent.removeChild(arrow);
Sprite(world.getChildAt(speed)).addChild(arrow);
}
arrow.ax *= .96;
arrow.ay *= .96;
arrow.vx *= .92;
arrow.vy *= .92;
// あと配置座標を整数化しておきます
arrow.x = arrow.x | 0;
arrow.y = arrow.y | 0;
( _posX > 465 ) ? arrow.x = 0 :
( _posX < 0 ) ? arrow.x = 465 : 0;
( _posY > 465 ) ? arrow.y = 0 :
( _posY < 0 ) ? arrow.y = 465 : 0;
}
}
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.*;
class Arrow extends Bitmap
{
public var rot:int = 0;
public var vx:Number = 0;
public var vy:Number = 0;
public var ax:Number = 0;
public var ay:Number = 0;
function Arrow( x:Number, y:Number) {
this.x = x;
this.y = y;
}
}