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

flash on 2011-3-23

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by yama3 22 Mar 2011
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/**
 * Copyright yama3 ( http://wonderfl.net/user/yama3 )
 * MIT License ( http://www.opensource.org/licenses/mit-license.php )
 * Downloaded from: http://wonderfl.net/c/n2yu
 */

package {
    import flash.display.Sprite;
    import flash.display.BitmapData;
    import flash.display.Bitmap;
    import flash.geom.ColorTransform;
    import flash.display.BitmapDataChannel;
    import flash.events.Event;
    import flash.events.MouseEvent;
    import frocessing.core.F5BitmapData2D;
    
    [SWF(width=465,height=465,backgroundColor=0,frameRate=60)]
    public class FlashTest extends Sprite {
        private var fb:F5BitmapData2D;
        private var colortrans:ColorTransform;
        private var vectormap:BitmapData;
        private var particles:Array;
        private var particle_number:uint = 50;
        private var size:Number = 465;
        
        public function FlashTest() {
            //F5BitmapDataを作成して表示リストに追加
            fb = new F5BitmapData2D(size, size, false, 0);
            fb.colorMode("hsv",1.0);
            addChild(new Bitmap(fb.bitmapData));
            //エフェクト初期化
            colortrans = new ColorTransform(0.82, 0.82, 0.82);
            //ベクトルマップとパーティクルの初期化
            vectormap = new BitmapData(size, size, false, 0);
            reset();
            //イベント
            addEventListener(Event.ENTER_FRAME, enterframe);
            stage.addEventListener(MouseEvent.CLICK, reset);        
        }
        
        private function reset(e:MouseEvent = null):void {
            //ベクトルマップの初期化
            var randomSeed:int = Math.random()*0xffffff;
            var colors:uint = BitmapDataChannel.RED | BitmapDataChannel.GREEN;
            vectormap.perlinNoise(size/2, size/2, 2, randomSeed, false, true, colors);
            //パーティクルの初期化
            var c:uint;
            particles = new Array(particle_number);
            for(var i:int = 0; i < particle_number; i++) {
                if(Math.random() > 0.05)
                c = fb.color(0.95, 0.6+Math.random()*0.4, 0.5+Math.random()*0.5);
                else
                c = 0xffffff;
                particles[i] = new Particle(Math.random()*size, Math.random()*size, c);
                //エフェクト
            }
                fb.bitmapData.colorTransform(fb.bitmapData.rect, colortrans);
            }
            
            private function enterframe(e:Event):void {
                //描画
                fb.beginDraw();
                for(var i:int=0; i<particle_number; i++) {
                    var p:Particle = particles[i];
                    var x0:Number = p.x;
                    var y0:Number = p.y;
                    var vx0:Number = p.vx;
                    var vy0:Number = p.vy;
                    //加速度と速度の減衰
                    p.ax *= 0.58;
                    p.ay *= 0.58;
                    p.vx *= 0.84;
                    p.vy *= 0.84;
                    //ベクトルマップのPixel値から加速度を算出
                    var col:uint = vectormap.getPixel(p.x, p.y);
                    p.ax += ((col >> 16 & 0xff) - 128)*0.02;
                    p.ay += ((col >> 8 & 0xff) - 128)*0.02;
                    //加速度から速度と位置を算出
                    var x1:Number = p.x += p.vx += p.ax;
                    var y1:Number = p.y += p.vy += p.ay;
                    if(p.x > size) {p.x -= size;}
                    else if(p.x < 0) {p.x += size;}
                    if(p.y > size) {p.y -= size;}
                    else if(p.y < 0) {p.y += size;}
                    //線の描画
                    var x2:Number = x1 + p.vy / 3;
                    var y2:Number = y1 - p.vx / 3;
                    var x3:Number = x0 + vy0 / 3;
                    var y3:Number = y0 - vx0 / 3;
                    fb.noStroke();
                    fb.fill(p.color);
                    fb.quad(x0, y0, x1, y1, x2, y2, x3, y3);
                    fb.stroke(0, 0.1);
                    fb.line(x0, y0, x1, y1);
                    fb.line(x2, y2, x3, y3);
                }
                fb.endDraw();
            }
    }
}

//パーティクルクラス
class Particle {
    //位置
    public var x:Number;
    public var y:Number;
    //加速度
    public var ax:Number = 0;
    public var ay:Number = 0;
    //速度
    public var vx:Number = 0;
    public var vy:Number = 0;
    //色
    public var color:uint;
    function Particle(px:Number, py:Number, col:uint) {
        x = px;
        y = py;
        color = col;
    }

}