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爆発エフェクト(クリックしたとこで爆発します)

爆発のエフェクト。
@author SIBA
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by siba2260 08 Jan 2009
    Embed
// write as3 code here..
package {
	import flash.display.DisplayObject;
	import flash.display.Sprite;
	import flash.events.MouseEvent;
	
	[SWF(width=800, height=600, backgroundColor=0xAADDFF)]

	/**
	 * 爆発のエフェクト。
	 * @author SIBA
	 */
	public class Main04 extends Sprite {
		
		public function Main04() {
			stage.addEventListener(MouseEvent.CLICK, onClick);
		}
		
		private function onClick(event:MouseEvent):void {
			var burst:Burst = new Burst();
			burst.x = event.stageX - burst.width/2;
			burst.y = event.stageY - burst.height/2;
			addChild(burst);
			
			burst.addEventListener(BurstEvent.COMPLETE, onFinishBurst);
		}
		
		private function onFinishBurst(event:BurstEvent):void {
			removeChild(event.currentTarget as DisplayObject);
                        event.currentTarget.removeEventListener(BurstEvent.COMPLETE, onFinishBurst);
		}
		
	}
}

import flash.display.Bitmap;
import flash.display.BitmapData;
import flash.display.Sprite;
import flash.display.Graphics;
import flash.filters.BlurFilter;
import flash.events.Event;
import flash.geom.ColorTransform;
import flash.geom.Matrix;
import flash.display.BlendMode;

class Burst extends Bitmap {
	
	private var particleDesign:Sprite = new Sprite();
	private var particleList:Array = [];
	
	public function Burst() {
		var tempBmp:BitmapData = new BitmapData(200, 200, true, 0x00000000);
		super(tempBmp);
		
		// パーティクルのデザインを作成する
		createParticleDesign();
		
		// パーティクルを作成する
		createParticle();
		
		addEventListener(Event.ENTER_FRAME, onEnterFrame);
	}
	
	private function createParticleDesign():void {
		// 円を描く
		const g:Graphics = particleDesign.graphics;
		g.beginFill(0xFF8022, 0.5);
		g.drawCircle(0, 0, 10);
		g.endFill();
		
		// ぼかし効果を適用する
		particleDesign.filters = [new BlurFilter(10, 10, 1)];
	}
	
	private function createParticle():void {
		for (var i:int=0; i<50; i++) {
			var x:int = bitmapData.width/2;
			var y:int = bitmapData.height/2;
			var v:Number = Math.random()*5;
			var angle:uint = Math.random()*360;
			var ax:Number = 0;
			var ay:Number = 0;
			var enagy:Number = 1;
			var particle:Particle = new Particle(x, y, v, angle, ax, ay, enagy);
			particleList[particleList.length] = particle;
		}
	}
	
	private function onEnterFrame(event:Event):void {
		bitmapData.colorTransform(bitmapData.rect, new ColorTransform(1, 1, 1, 1, 0, 0, 0, -32));
		for (var i:int=particleList.length-1; i>-1; i--) {
			var particle:Particle = Particle(particleList[i]);
			particle.move();
			var mat:Matrix = new Matrix();
			mat.translate(particle.x, particle.y);
			bitmapData.draw(particleDesign, mat, new ColorTransform(1, 1, 1, particle.enagy), BlendMode.ADD);
			if (particle.enagy < 0.01) {
				particleList.splice(i, 1);
			}
		}
                if (particleList.length <= 0) {
			removeEventListener(Event.ENTER_FRAME, onEnterFrame);
			dispatchEvent(new BurstEvent(BurstEvent.COMPLETE));
		}
	}
	
}

class BurstEvent extends Event {
	
	public static const COMPLETE:String = "complete";
	
	public function BurstEvent(type:String) {
		super(type);
	}
}

class Particle {
	
	public var x:Number;
	public var y:Number;
	private var vx:Number;
	private var vy:Number;
	private var ax:Number;
	private var ay:Number
	public var enagy:Number;
	
	public function Particle(x:int, y:int, v:Number, angle:uint, ax:Number, ay:Number, enagy:Number) {
		this.x = x;
		this.y = y;
		this.vx = Math.cos(angle*Math.PI/180) * v;
		this.vy = Math.sin(angle*Math.PI/180) * v;
		this.ax = ax;
		this.ay = ay;
		this.enagy = enagy;
	}
	
	public function move():void {
		x += vx;
		y += vy;
		
		vx += ax;
		vy += ay;
		
		enagy *= 0.9;
	}
	
}