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

forked from: パーティクルの練習

// forked from matsu4512's パーティクルの練習
package {
	import flash.display.Bitmap;
	import flash.display.BitmapData;
	import flash.display.Sprite;
	import flash.display.StageAlign;
	import flash.display.StageScaleMode;
	import flash.events.MouseEvent;
	import flash.events.TimerEvent;
	import flash.filters.ColorMatrixFilter;
	import flash.geom.Rectangle;
	import flash.text.TextField;
	import flash.text.TextFieldAutoSize;
	import flash.text.TextFormat;
	import flash.utils.Timer;
	
	[SWF(backgroundColor=0x000000)]

	public class String_Particle extends Sprite
	{
		//パーティクルを描写するBitmapData
		private var canvas:BitmapData;
		
		//テキストを描画するBitmapData
		private var textCanvas:BitmapData;
		
		//パーティクルクラスのインスタンスを格納する配列
		private var particles:Array;
		
		//描画するパーティクルの数
		private var p_num:int	
		
		private var textAry:Array;
		private var index:uint=0;
		
		//パーティクルを元の位置から移動させる最大距離
		private var maxDis:int = 500;
		
		private var timer:Timer;
		
		public function String_Particle()
		{
			stage.scaleMode = StageScaleMode.NO_SCALE;
			stage.align = StageAlign.TOP_LEFT;
			
			canvas = new BitmapData(stage.stageWidth, stage.stageHeight, false, 0x000000);
			addChild(new Bitmap(canvas));	
			
			
			textAry = new Array;
			for(var i:uint = 0; i < 3; i++){
				textAry[i] = new Array(2);
			}
			
			textAry[0][0] = "Every day is Carnival";
			textAry[0][1] = 40;
			textAry[1][0] = "Actionscript3.0";
			textAry[1][1] = 40;
			textAry[2][0] = "             -‐ '´ ̄ ̄`ヽ、\n             / /\" `ヽ ヽ)└\\n         //, '/     ヽハ⌒、 ヽ\n         〃 {_{ー'  ゛'`ー リ| l │ i|\n         レ!小l●    ● 从 |、i|   にょろにょろ言っててキモいからだよ。\n          ヽ|l⊃ 、_,、_, ⊂⊃ |ノ│\n        /⌒ヽ__|ヘ   ゝ._)   j /⌒i !\n      \ /:::::| l>,、 __, イァ/  /│\n.        /:::::/| | ヾ:::|三/::{ヘ、__∧ |\n       `ヽ< | |  ヾ∨:::/ヾ:::彡' |";
			textAry[2][1] = 14;
			
			init(textAry[0][0], textAry[0][1]);
			
			stage.addEventListener(MouseEvent.CLICK, onClick);
			
			timer = new Timer(33);
			timer.addEventListener(TimerEvent.TIMER, loop);
			timer.start();
		}
		
		private function init(str:String, size:uint):void{
			var tf:TextField = new TextField;
			tf.defaultTextFormat = new TextFormat("Swis721 BdRndBT", size, 0xFFFFFF );
			tf.autoSize = TextFieldAutoSize.LEFT;
			tf.text = str;
			
			//文字の描画
			textCanvas = new BitmapData(tf.textWidth, tf.textHeight, false, 0x000000);
			textCanvas.draw(tf);
			particles = new Array;
			
			createText();
		}
		
		//文字からパーティクルの生成
		private function createText():void{
			//ステージを中心にテキストを配置するときの左上座標
			var ofx:Number = stage.stageWidth / 2 - textCanvas.width / 2;
			var ofy:Number = stage.stageHeight / 2 - textCanvas.height / 2;
			
			//textCanvasを1pxずつ見ていく
			for(var ex:uint = 0; ex < textCanvas.width; ex++){
				for(var ey:uint = 0; ey < textCanvas.height; ey++){
					//textCanvasの座標(ex, ey)のRGB値の取得
					var c:uint = textCanvas.getPixel(ex, ey);
					//黒以外の場合
					if(c != 0x000000){
						createParticle(ex + ofx, ey + ofy, c);
					}
				}
			}
			
		}
		
		//パーティクルを一つ生成
		public function createParticle(ex:Number, ey:Number, c:Number):void{
			var p:Particle = new Particle;
			
			p.ex = ex;
			p.ey = ey;
			p.c = c;
			
			initParticle(p);
			
			particles.push(p);
			p_num = 0;
		}
		
		public function initParticle(p:Particle):void{
			var rad:Number = Math.random() * Math.PI * 2;
			var dis:Number = Math.random() * maxDis;
			p.x = p.ex + dis * Math.cos(rad);
			p.y = p.ey + dis * Math.sin(rad);
		}
		
		private function onClick(event:MouseEvent):void{
			index = (index+1)%textAry.length;
			init(textAry[index][0], textAry[index][1]);
//			var n:int = particles.length;
//			while(n--){
//				var p:Particle = particles[n];
//				initParticle(p);
//			}
//			p_num = 0;
		}
		
		private function loop(event:TimerEvent):void{
			//キャンパスをロック
			canvas.lock();
			
			//キャンパスをクリア
			canvas.fillRect(canvas.rect, 0x000000);
			
			//パーティクルを描画
			for(var i:uint = 0; i < p_num; i++){
				var p:Particle = particles[i];
				if(Math.abs(p.ex - p.x) < 0.5 && Math.abs(p.ey - p.y) < 0.5){
					//スナップ処理
					p.x = p.ex;
					p.y = p.ey;
				}
				else{
					p.x += (p.ex - p.x) / 4;
					p.y += (p.ey - p.y) / 4;
				}
				//canvasにピクセル描画
				canvas.setPixel(p.x, p.y, p.c);
			}
			
			//描画するパーティクル数を増やす
			var n:uint = particles.length;
			p_num = (p_num + 100 < n) ? p_num + 100 : n;
			
			//ロック解除
			canvas.unlock();
		}
	}
}

class Particle{
	public var x:Number;
	public var y:Number;
	public var ex:Number;
	public var ey:Number;
	public var c:int;
	
	public function Particle(){
		x = 0;
		y = 0;
		ex = 0;
		ey = 0;
		c = 0;
	}
}