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forked from: forked from: パーティクル時計

60fps→50fps 日本語テスト
点をFFFF99にしたら金色ぽくなった。
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by tsu_droid 02 Feb 2012
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/**
 * 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/mMVZ
 */

// forked from hacker_4a4ru2no's forked from: パーティクル時計
// forked from selflash's パーティクル時計
/**
 * 
 * @author yooKo@selflash
 * @version 1.0
 *
 * パーティクルで時計
 * クリックで別画像に切り替え可
 * Let's click!
 * 最適化してないから重いかも・・
 *
 * メモリリークしてるな~
 *
 * 2009/9/26 
 * 少し改変。Loaderからdraw()できなかった件で
 * ton1517のForkしてくれたやつではなぜかすんなりいってた、、orz
 * 本来やりたかった画像の切り替えを3っつに増やした。
 */
package {
    import flash.text.*;
    import flash.display.*;
    import flash.filters.*;
    import flash.geom.*;
    import flash.events.*;
    import flash.system.*;
    import flash.net.*;
    import flash.utils.*;
    import net.hires.debug.Stats;
    
    [SWF(width = "500", height = "500", backgroundColor = "#000000", frameRate = "50")]
    
    public class RyukyuClock extends Sprite {
        private const IMAGE_URL:String = "http://assets.wonderfl.net/images/related_images/7/77/778c/778cc2dcf7decc4d18424bf5d6344fe25ccebbaf";
        private const PARTICLE_MAX:int = 10000;
        private const TRANSFORM_COLOR:ColorTransform = new ColorTransform(1, 1, 1, .95, 0, 0, 0, 0);    
        private const FILTER_BLUR:BlurFilter = new BlurFilter(4, 4, BitmapFilterQuality.LOW);
                private const POINT:Point = new Point();    
        private const DEGREE:Number = 1;
        private const RADIAN:Number = DEGREE * Math.PI / 180;
        private const COS_RADIAN:Number = Math.cos(RADIAN);
        private const SIN_RADIAN:Number = Math.sin(RADIAN);
        
        private var _startTime:int ;
        private var _loader:Loader;
        private var _currentNum:int = 0;
        private var _maineParticles:Array = [];
        private var _particlesList:Array = [];
        private var _clock:Clock;
        private var _canvas:BitmapData;
        
        //========================================================================
        // コンストラクタ
        //========================================================================
        public function RyukyuClock() {
            _loader = new Loader();  
            _loader.contentLoaderInfo.addEventListener(Event.COMPLETE, loadComplete);
            _loader.load(new URLRequest(IMAGE_URL), new LoaderContext(true));        
        }
        
        //========================================================================
        // Loader読み込み完了後の処理
        //========================================================================
        private function loadComplete(e:Event):void {
            var o:LoaderInfo = e.target as LoaderInfo;
            o.removeEventListener(Event.COMPLETE, loadComplete);
            
            var bmd:BitmapData = new BitmapData(o.content.width, o.content.height, false, 0x000000);
            bmd.draw(_loader);
            _particlesList.push(createParticle(bmd));
            _loader.unload();
            
            init();
        }
        
        //========================================================================
        // 初期化
        //========================================================================
        private function init():void {
            var tf:TextField = new TextField();
            tf.defaultTextFormat = new TextFormat("_sans", 40, 0xFFFFFF); 
            tf.autoSize = TextFieldAutoSize.LEFT;
            tf.text = "パーティクル時計";
            
            _canvas = new BitmapData(stage.stageWidth, stage.stageHeight, false, 0x000000);
            addChild(new Bitmap(_canvas));
            
            createMainParticle();
            
            _clock = new Clock();            
            upDate();
            _clock.addEventListener(Event.CHANGE, upDate);
            
            var bmd:BitmapData = new BitmapData(tf.width, tf.height, false, 0x000000);
            bmd.draw(tf);
            _particlesList.push(createParticle(bmd));    
            
            var timer:Timer = new Timer(1);
            timer.addEventListener(TimerEvent.TIMER, loop);
            timer.start();
            
            stage.addEventListener(MouseEvent.CLICK, onClick);
            
            addChild(new Stats());    
        }
        
        //========================================================================
        // メインで使うパーティクルを作成
        //========================================================================
        private function createMainParticle():void {
            for (var i:int = 0; i < PARTICLE_MAX; i++) {
                var p:Particle = new Particle();
                var rad:Number = Math.random() * ( Math.PI * 2 );
                p.x = stage.stageWidth / 2 + 150 * Math.cos( rad );
                p.y = stage.stageHeight / 2 + 150 * Math.sin( rad );
                p.ex = p.x;
                p.ey = p.y;
                p.tx = p.x;
                p.ty = p.y;
                p.c = 0xFFFF99;
                _maineParticles.push(p);
            }
        }
                    
        //========================================================================
        // 実行される度に時計の表示に必要なパーティクルを作り直す        
        //========================================================================
        private function upDate(e:Event = null):void {
            var o:Sprite = _clock;
            var bmd:BitmapData = new BitmapData(o.width, o.height, false, 0x000000);
            bmd.draw(o);

            _particlesList[1] = createParticle(bmd);    
        }        

        //========================================================================
        //  引数のBitmapDataのパーティクルを作成して返す
        //========================================================================
        private function createParticle(bmd:BitmapData):Array {
            var particles:Array = [];
            for ( var _x:Number = 0; _x < bmd.width; _x++ ) {
                for ( var _y:Number = 0; _y < bmd.height; _y++ ) {
                    var c:uint = bmd.getPixel( _x, _y );
                    if ( c != 0x000000 ) {
                        var p:Particle = new Particle();
                        p.x = _x + stage.stageWidth / 2 - bmd.width / 2;
                        p.y = _y + stage.stageHeight / 2 - bmd.height / 2;
                        p.c = c;                        
                        particles.push( p );
                    }
                }
            }
            return particles;
        }
                
        //========================================================================
        // loopメソッド
        //========================================================================
        private function loop(e:TimerEvent):void {
            var wait:Number;
            var now:int = getTimer();
            
            _canvas.lock();
            _canvas.colorTransform(_canvas.rect, TRANSFORM_COLOR);
            _canvas.applyFilter(_canvas, _canvas.rect, POINT, FILTER_BLUR);    
            for ( var i:int = 0; i < PARTICLE_MAX; i++ ) {
                var p:Particle = _maineParticles[i];
                var _x:Number = p.ex - stage.stageWidth / 2;
                var _y:Number = p.ey - stage.stageHeight / 2;
                var x1:Number = COS_RADIAN * _x - SIN_RADIAN * _y;
                var y1:Number = COS_RADIAN * _y + SIN_RADIAN * _x;
                p.ex = stage.stageWidth / 2 + x1 + ((Math.random() - .5) * .5);
                p.ey = stage.stageHeight / 2 + y1 + ((Math.random() - .5) * .5);            
                if (_particlesList[_currentNum][i]) {
                    var cp:Particle = _particlesList[_currentNum][i]; 
                    wait = ( 1 - ( cp.x / 350  ) ) * 4000;
                    if ( _startTime + wait > now ) continue ;     
                    
                    if (Math.abs(cp.x - p.x) < .5 && Math.abs(cp.y - p.y) < .5) {
                        p.x = cp.x;
                        p.y = cp.y;
                    }else {
                        p.x += (cp.x - p.x) * .08;
                        p.y += (cp.y - p.y) * .08;
                    }
                }else {
                    if (Math.abs(p.ex - p.x) < .5 && Math.abs(p.ey - p.y) < .5) {
                        p.x = p.ex;
                        p.y = p.ey;
                    }else {
                        p.x += (p.ex - p.x) * .05;
                        p.y += (p.ey - p.y) * .05;
                    }
                }
                _canvas.setPixel( p.x, p.y, p.c );
            }    
            _canvas.unlock();
        }
        
        //========================================================================
        // クリック時の処理        
        //========================================================================
        private function onClick(e:MouseEvent = null):void {
            _startTime = getTimer();
            (_currentNum < 2) ? _currentNum++ : _currentNum = 0;            
            
            shuffle(_maineParticles);
        }
        
        //========================================================================
        // 引数で渡された配列の中身をシャッフルする
        //========================================================================
        private function shuffle(list:Array):void{
            var i:int = list.length;
            while (--i) {
                var j:Number = Math.floor(Math.random() * (i + 1));
                if (i == j) continue;
                var k:Particle = list[i];
                list[i] = list[j];
                list[j] = k;
            }
        }        
    }
}


//========================================================================
// Particleクラス
//========================================================================
class Particle {
    public var x:Number = 0;
    public var y:Number = 0;
    public var tx:Number = 0;
    public var ty:Number = 0;
    public var ex:Number = 0;
    public var ey:Number = 0;
    public var c:int = 0;
}

//========================================================================
// Clockクラス
//========================================================================
import flash.display.BitmapData;
import flash.display.Sprite;
import flash.events.TimerEvent;
import flash.text.TextField;
import flash.events.Event;
import flash.text.TextFormat;
import flash.text.TextFieldAutoSize;
import flash.utils.Timer;
    
class Clock extends Sprite {
        // 各テキストフィールド    
        private var _hoursField:TextField;
        private var _minutesField:TextField;
        private var _secondsField:TextField;
        private var _dotField:TextField;
        private var _txtFormat:TextFormat;
        // 時刻
        private var _hours:String;
        private var _minutes:String;
        private var _seconds:String;
        // TeraClock
        private var _clock:TeraClock;
        
        public function Clock() {
            // テキストフォーマット        
            _txtFormat = new TextFormat();
            _txtFormat.font = "BPdotsUnicaseSquare"
            _txtFormat.size = 39;
            _txtFormat.color = 0xFFFFFF;
            _txtFormat.kerning = true;            
            // 時を表示するテキストフィールドを作成する            
            _hoursField = new TextField();
            _txtFormat.size = 60;
            _hoursField.defaultTextFormat = _txtFormat;
            _hoursField.autoSize = TextFieldAutoSize.LEFT;
            _hoursField.x = 13;
            _hoursField.y = 10;
            this.addChild(_hoursField);                
            // 分を表示するテキストフィールドを作成する    
            _minutesField = new TextField();
            _minutesField.defaultTextFormat = _txtFormat;
            _minutesField.x = 103;
            _minutesField.y = 10;
            this.addChild(_minutesField);            
            // 秒を表示するテキストフィールドを作成する            
            _secondsField = new TextField();
            _secondsField.defaultTextFormat = _txtFormat;
            _secondsField.x = 190;
            _secondsField.y = 10;
            this.addChild(_secondsField);            
            // コロンを表示するテキストフィールドを作成する    
            _dotField = new TextField();
            _dotField.defaultTextFormat = _txtFormat;
            _dotField.text = ":";
            _dotField.x = 75;
            _dotField.y = 10;
            this.addChild(_dotField);            
            _dotField = new TextField();
            _dotField.defaultTextFormat = _txtFormat;
            _dotField.text = ":";
            _dotField.x = 165;
            _dotField.y = 10;
            this.addChild(_dotField);            
            // TeraClockを使用して時計の表示を更新する
            _clock = new TeraClock();
            _hoursField.text = _clock.hours2;
            _minutesField.text = _clock.minutes2;            
            _secondsField.text = _clock.seconds2;            
            
            _clock.addEventListener(TeraClock.HOURS_CHANGED, _hoursChangeHandler);
            _clock.addEventListener(TeraClock.SECONDS_CHANGED, _secondsChangeHandler);
            _clock.addEventListener(TeraClock.MINUTES_CHANGED, _minutesChangeHandler);
            
            dispatchEvent(new Event(Event.CHANGE));
        }
        
        // 1時間毎に表示を更新してCHANGEイベントをdispatchする。        
        private function _hoursChangeHandler(e:Event):void {
            _hoursField.text = _clock.hours2;    
            dispatchEvent(new Event(Event.CHANGE));        
        }        
        // 1分毎に表示を更新してCHANGEイベントをdispatchする。    
        private function _minutesChangeHandler(e:Event):void {
            _minutesField.text = _clock.minutes2;    
            dispatchEvent(new Event(Event.CHANGE));            
        }        
        // 1秒毎に表示を更新してCHANGEイベントをdispatchする。        
        private function _secondsChangeHandler(e:Event):void {
            _secondsField.text = _clock.seconds2;            
            dispatchEvent(new Event(Event.CHANGE));
        }
}














/***********************************************************************************************************************
//========================================================================
// これより下trick7さんのTeraClockライブラリの中身をそのまま記述
//========================================================================

/**
 * trick7さんのTeraClockライブラリ
 * @author tera 
 * ソース 
 * http://www.trick7.com/blog/2008/09/02-074335.php
 */

import flash.display.*;
import flash.events.Event;
import flash.events.EventDispatcher;    

class TeraClock extends Sprite {
        public static const HOURS_CHANGED:String = "hoursChanged";
        public static const MINUTES_CHANGED:String = "minutesChanged";
        public static const SECONDS_CHANGED:String = "secondsChanged";
        private var _hours:int;
        private var _minutes:int;
        private var _seconds:int;
        private var _preSeconds:int;
        private var _gmt:int;
        public function TeraClock(GMT:int = 9) {
            _gmt = GMT%24;
            this.enterFrameListener(null);
            addEventListener(Event.ENTER_FRAME, enterFrameListener);
        }
        
        private function enterFrameListener(e:Event):void {
            var date:Date = new Date();
            if(_gmt>=0){
                _hours = (date.getUTCHours() + _gmt) % 24;
            }else {
                _hours = (24+(date.getUTCHours() + _gmt)) % 24;
            }
            _minutes = date.getUTCMinutes();
            _seconds = date.getUTCSeconds();
            if (_seconds != _preSeconds) {
                dispatchEvent(new Event(SECONDS_CHANGED));
                if (_seconds == 0) {
                    dispatchEvent(new Event(MINUTES_CHANGED));
                    if (_minutes == 0) {
                        dispatchEvent(new Event(HOURS_CHANGED));
                    }
                }
            }
            _preSeconds = _seconds;
        }
        public function get hours():int { return _hours; }
        public function get minutes():int { return _minutes; }
        public function get seconds():int { return _seconds; }
        public function get milliseconds():int { return (new Date()).getUTCMilliseconds(); }
        
        public function get hoursUpper():int { return _hours / 10; }
        public function get minutesUpper():int { return _minutes / 10; }
        public function get secondsUpper():int { return _seconds / 10; }
        
        public function get hoursLower():int { return _hours % 10; }
        public function get minutesLower():int  { return _minutes % 10; }
        public function get secondsLower():int { return _seconds % 10; }
        
        public function get hours2():String { return niketa(_hours); }
        public function get minutes2():String { return niketa(_minutes); }
        public function get seconds2():String { return niketa(_seconds); }
        
        public function get milliseconds2():String { return niketa((new Date()).getUTCMilliseconds() / 10); }
        
        public function get milliseconds3():String { return keta((new Date()).getUTCMilliseconds(), 3); }
        
        private function niketa(num:int):String {
            if (num < 10) {
                return String("0"+num);
            }else {
                return String(num);
            }
        }
        
        private function keta(num:int, keta:int):String {
            var str:String = String(num);
            while(str.length < keta) str = "0" + str;
            return str;
        }
        
        public function get hoursDegree():Number {
            return ((_hours % 12) * 30) + (_minutes / 2) + (_seconds/120);
        }
        public function get minutesDegree():Number {
            return (_minutes * 6) + (_seconds / 10);
        }
        public function get secondsDegree():Number {
            return _seconds * 6;
        }
        
        public function getDifferenceTime(s:int, m:int, h:int):Object {
            var time:Array = [_seconds, _minutes, _hours, 0];
            var dt:Array   = [s, m, h];
            var cap:Array  = [60, 60, 24];
            for(var i:int = 0; i < 3; ++i) {
                time[i] += dt[i];
                if(time[i] < 0) {
                    time[i + 1] += Math.floor(time[i] / cap[i]);
                    time[i] = time[i] % cap[i] + cap[i];
                    continue;
                }
                if(time[i] >= cap[i]) {
                    time[i + 1] += Math.floor(time[i] / cap[i]);
                    time[i] = time[i] % cap[i];
                    continue;
                }
            }
            return { seconds:time[0], minutes:time[1], hours:time[2], date:time[3] };
        }
}