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

Particlock

ワシャーって数字切り替わります
それだけです

たまにgetSeconds()とパーティクルの生成間で蓄積される微妙なラグによって数字が飛んだりする模様.解決策あれば教えてください><

クリックで色変わったりします.
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by itsukichang 05 Mar 2011
/**
 * Copyright itsukichang ( http://wonderfl.net/user/itsukichang )
 * MIT License ( http://www.opensource.org/licenses/mit-license.php )
 * Downloaded from: http://wonderfl.net/c/shm8
 */

package {
    
    import flash.display.Sprite;    
    import flash.display.StageAlign;
    import flash.display.StageScaleMode;
    import flash.events.TimerEvent;
    import flash.utils.Timer;
    import flash.events.MouseEvent;
    
    public class ParticleClock extends Sprite {
        
        private var _clock:Array;
        private var _colon:Array;
        private var _p:ParticleEffect;
        private var _timer:Timer;
        
        private var sec1:uint; //10の位
        private var sec2:uint; //1の位
        private var min1:uint;
        private var min2:uint;
        private var hour1:uint;
        private var hour2:uint;

        public function ParticleClock() {
            
            stage.scaleMode = StageScaleMode.NO_SCALE;
            stage.align = StageAlign.TOP_LEFT;
            
            _clock = new Array;
            _colon = new Array;
            var cnt:uint = 0;
            for (var i:uint = 0; i < 6; i++) {    
                if (i == 2 || i == 4) {
                    _p = new ParticleEffect(55,55,":");
                    _p.x = i * 50 + cnt * 40 + 50;
                    _p.y = stage.stageHeight / 2;
                    _p.nowFontSize = 60;
                    cnt++;
                    _colon.push(_p)
                    addChild(_p);
                }
                
                _p = new ParticleEffect(55,55);
                _clock.push(_p);
                _clock[i].x = i * 50 + cnt * 40 + 50;
                _clock[i].y = stage.stageHeight / 2;
                _clock[i].nowNum = i;
                addChild(_clock[i]);
            }
            _timer = new Timer(1000);
            _timer.addEventListener(TimerEvent.TIMER, onLoop);
            _timer.start();
            stage.addEventListener(MouseEvent.CLICK, onClick);
        }
        
        private function onLoop(e:TimerEvent):void {
            var now:Date = new Date();
            var nowSec:Number = now.getSeconds();
            var nowMin:Number = now.getMinutes();
            var nowHour:Number = now.getHours();
                        
            sec1  = (nowSec / 10); //10の位
            sec2  = (nowSec % 10); //1の位
            min1  = (nowMin / 10);
            min2  = (nowMin % 10);
            hour1 = (nowHour / 10);
            hour2 = (nowHour % 10);
                
            if (sec2 != _clock[5].nowNum)
                _clock[5].nowNum = (sec2 % 10);
                
            if (sec1 != _clock[4].nowNum)
                _clock[4].nowNum = (sec1 % 10);
                
            if (min2 != _clock[3].nowNum)
                _clock[3].nowNum = (min2 % 10);
                
            if (min1 != _clock[2].nowNum)
                _clock[2].nowNum = (min1 % 10);
            
            if (hour2 != _clock[1].nowNum)
                _clock[1].nowNum = (hour2 % 10);
                
            if (hour1 != _clock[0].nowNum)
                _clock[0].nowNum = (hour1 % 10);
        }
        
        private function onClick(e:MouseEvent):void {
            var col:uint = 0xffffff * Math.random();
            for (var i:uint = 0; i < 6; i++) {
                _clock[i].nowFontColor = col;
            }
        }
    }    
}

import flash.display.Sprite;    
import flash.display.Bitmap;
import flash.display.BitmapData;
import flash.events.TimerEvent;
import flash.utils.Timer;
import flash.filters.ColorMatrixFilter;
import flash.geom.Rectangle;
import flash.text.TextField;
import flash.text.TextFieldAutoSize;
import flash.text.TextFormat;

class ParticleEffect extends Sprite{
    
    private var _w:Number;
    private var _h:Number;
    private var _canvas:BitmapData;
    private var _textCanvas:BitmapData;
    private var _particles:Array;
    private var _p_num:int;
    private var _textAry:Array;
    private var _index:uint = 0;
    
    private var _maxDix:int = 100;
    private var _timer:Timer;
    
    private var _color:uint;
    private var _size:uint;
            
    public function ParticleEffect(w:Number, h:Number, s:String = "0") {
        _w = w;
        _h = h;
        _size = 70;
        _color = 0xffffff
        _canvas = new BitmapData(_w, _h, false, 0x0);
        addChild(new Bitmap(_canvas));
        
        _textAry = new Array; 
        for ( var i:uint = 0; i < 1; i++)
            _textAry[i] = new Array(2);  //2次元配列,1次元目には文字列を.2次元目にはフォントサイズを.
            
        _textAry[0][0] = s;
        _textAry[0][1] = _size;
        
        init(_textAry[0][0], _textAry[0][1], _color);
        _timer = new Timer(33);
        _timer.addEventListener(TimerEvent.TIMER, onLoop);
        _timer.start();
    }
    
    private function init(st:String, size:uint, col:uint):void {

        var tf:TextField = new TextField;
        tf.defaultTextFormat = new TextFormat("Times", size, col);
        tf.autoSize = TextFieldAutoSize.LEFT;
        tf.text = st;
        
        _textCanvas = new BitmapData(tf.textWidth, tf.textHeight, false, 0x000000);
        _textCanvas.draw(tf);
        _particles = new Array();
        
        createText();
    }
    
    private function createText():void {
        
        var ofx:Number = _w / 2 - _textCanvas.width / 2;
        var ofy:Number = _h / 2 - _textCanvas.height / 2;
        
        for (var ex:uint = 0; ex < _textCanvas.width; ex++) {
            for (var ey:uint = 0; ey < _textCanvas.height; ey++) {
                var c:uint = _textCanvas.getPixel(ex, ey);
                
                if(c != 0x000000)
                    createParticle(ex + ofx, ey + ofy, c);
            }
        }
    } 
    
    private function createParticle(ex:Number, ey:Number, col:Number):void {
        var p:Particle = new Particle;
        
        p.ex = ex;
        p.ey = ey;
        p.col  = col;
        
        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() * _maxDix;
        p.x = p.ex + dis * Math.cos(rad);
        p.y = p.ey + dis * Math.sin(rad);
    }
    
    private function onLoop(e:TimerEvent):void {
        _canvas.lock();
        _canvas.fillRect(_canvas.rect, 0x0);
        
        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) {
                p.x = p.ex;
                p.y = p.ey;
            } else { 
                p.x += (p.ex - p.x) / 2;
                p.y += (p.ey - p.y) / 2;
            }
            
            _canvas.setPixel(p.x, p.y, p.col);
        }
        
        var n:uint = _particles.length;
        _p_num = (_p_num + 500 < n) ? _p_num + 500 : n;
        
        _canvas.unlock();
    }
    
    public function get nowNum():uint {
        return _textAry[0][0];
    }
    
    public function set nowNum(n:uint):void {
        _textAry[0][0] = n.toString();
        init(_textAry[0][0], _textAry[0][1], _color);
    }
    
    public function get nowFontSize():uint {
        return _textAry[0][1];
    }
    
    public function set nowFontSize(n:uint):void {
        _size = n;
        _textAry[0][1] = _size;
        init(_textAry[0][0], _textAry[0][1], _color);
    }
    
    public function get nowFontColor():uint {
        return _color;
    }
    
    public function set nowFontColor(col:uint):void {
        _color = col;
        init(_textAry[0][0], _textAry[0][1], _color);
    }
}

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