forked from: Interactive Liquid 10000
マウス判定をつけてみました
参照: http://wonderfl.kayac.com/code/8e43498120fd4403504b7987f73d3274d12f1a42
2万パーティクル
import net.hires.debug.Stats;
/**
* Copyright Mier.Soleil ( http://wonderfl.net/user/Mier.Soleil )
* MIT License ( http://www.opensource.org/licenses/mit-license.php )
* Downloaded from: http://wonderfl.net/c/njue
*/
// 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 {
/**
* マウス判定をつけてみました
* 参照: http://wonderfl.kayac.com/code/8e43498120fd4403504b7987f73d3274d12f1a42
* 2万パーティクル
*/
import flash.display.*;
import flash.geom.*;
import flash.events.*;
import flash.utils.*;
import flash.geom.*;
//import net.hires.debug.Stats;
[SWF(width = "1280", height = "720", frameRate = "60", backgroundColor = "0")]
public class Liquid extends Sprite {
private const NUM_PARTICLE:uint = 10000;
private var bmpData:BitmapData = new BitmapData( 1280, 720, false, 0x000000 );
private var forceMap:BitmapData = new BitmapData( 640, 320, false, 0x000000 );
private var randomSeed:uint = Math.floor( Math.random() * 0xFFFF );
private var particleList:Vector.<Particle> = new Vector.<Particle>(NUM_PARTICLE, true);
private var rect:Rectangle = new Rectangle( 0, 0, 1280, 720);
private var seed:Number = Math.floor( Math.random() * 0xFFFF );
private var offset:Array = [new Point(), new Point()];
private var colorTransform:ColorTransform = new ColorTransform( 0.9, .85, .85, 1.0 );
private var timer:Timer;
private var lastMouseX:Number = 0;
private var lastMouseY:Number = 0;
public function Liquid() {
stage.align = StageAlign.TOP_LEFT;
stage.scaleMode = StageScaleMode.NO_SCALE;
stage.quality = StageQuality.LOW;
stage.frameRate = 60;
// 画面に表示用の Bitmap を作ります
addChild(new Bitmap( bmpData )) as Bitmap;
// フォースマップの初期化をおこないます
forceMap.perlinNoise( 14, 14, 3, randomSeed, false, true, 1 | 2 | 0 | 0 );
// パーティクルを生成します
for (var i:uint = 0; i < NUM_PARTICLE; i++) {
var px:Number = Math.random() * 1280;
var py:Number = Math.random() * 720;
particleList[i] = new Particle(px, py);
}
// 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
timer = new Timer(1000, 0);
timer.addEventListener(TimerEvent.TIMER, resetFunc);
timer.start();
// 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 {
bmpData.lock();
bmpData.colorTransform( rect, colorTransform );
var len:uint = particleList.length;
var col:Number
var sx:Number = 5000 * (mouseX - lastMouseX);
var sy:Number = 5000 * (mouseY - lastMouseY);
var dx:Number, dy:Number;
var dist:Number;
var mx:int = mouseX;
var my:int = mouseY;
for (var i:uint = 0; i < len; i++) {
var dots:Particle = particleList[i];
// マウスの値を適用
dx = dots.px - mx;
dy = dots.py - my;
dist = dx * dx + dy * dy + 50;
// ここ上手くやれば高速化できそう
col = forceMap.getPixel( dots.px >> 3, dots.py >> 3);
dots.ax += ( (col >> 16 & 0xff) - 128 ) * .0005;
dots.ay += ( (col >> 8 & 0xff) - 128 ) * .0005;
dots.vx += dots.ax;
dots.vy += dots.ay;
dots.px += dots.vx + sx / dist;
dots.py += dots.vy + sy / dist;
var _posX:Number = dots.px;
var _posY:Number = dots.py;
dots.ax *= .96;
dots.ay *= .96;
dots.vx *= .92;
dots.vy *= .92;
( _posX > 1280) ? dots.px = 0 :
( _posX < 0 ) ? dots.px = 1280 : 0;
( _posY > 720 ) ? dots.py = 0 :
( _posY < 0 ) ? dots.py = 720 : 0;
bmpData.setPixel( dots.px, dots.py, 0xffffff );
}
bmpData.unlock();
lastMouseX = mouseX;
lastMouseY = mouseY;
}
private function resetFunc(e:Event):void {
forceMap.perlinNoise( 14, 14, 3, seed, false, true, 1|2|0|0, false, offset );
offset[0].x += 1.5;
offset[1].y += 1.0;
}
}
}
class Particle {
public var vx:Number = 0;
public var vy:Number = 0;
public var ax:Number = 0;
public var ay:Number = 0;
public var px:Number;
public var py:Number;
function Particle( px:Number, py:Number ) {
this.px = px;
this.py = py;
}
}