In case Flash no longer exists; a copy of this site is included in the Flashpoint archive's "ultimate" collection.

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

forked from: forked from: のんびり眺める用

Get Adobe Flash player
by hacker_u0q_q09z 12 Sep 2010
    Embed
/**
 * Copyright hacker_u0q_q09z ( http://wonderfl.net/user/hacker_u0q_q09z )
 * MIT License ( http://www.opensource.org/licenses/mit-license.php )
 * Downloaded from: http://wonderfl.net/c/tSXm
 */

// forked from hum's forked from: のんびり眺める用
// forked from keno42's のんびり眺める用
// forked from keno42's ひまわりっぽいやつ
// 角度の黄金比分割とか 出展 - Nature by Number http://www.etereaestudios.com/movies/nbyn_movies/nbyn_mov_youtube.htm
package 
{
    import flash.display.*;
    import flash.events.*;
    import flash.geom.*;
    import flash.filters.*;
    import flash.utils.*;
    public class FlashTest extends Sprite {
        private var MAX_NUM:int = 1800;
        private var num:int = MAX_NUM;
        private var gv:Number = 0;
        private var ga:Number = 0;
        private var angle:Number = 0;
        private var firstP:Particle = new Particle();
        private var lastP:Particle = firstP;
        private var bmpData:BitmapData = new BitmapData(465,465,false,0x0);
        private var timer:Timer = new Timer(5100);
        public function FlashTest() {
            // write as3 code here..
            this.addEventListener(Event.ENTER_FRAME, onEnterFrame);
            addChild( new Bitmap( bmpData ) );
            shoot(firstP, angle);
            timer.addEventListener(TimerEvent.TIMER, onTimer);
            stage.addEventListener(MouseEvent.CLICK, onClick);
            timer.start();
        }
        private function onClick(e:MouseEvent):void{
            randomRefresh();
        }
        private function onTimer(e:TimerEvent):void{
            randomRefresh();
        }
        private function randomRefresh():void{
            if( num != 0 ) return;
            var tempNum:int = MAX_NUM; 
            var p:Particle = firstP;
            var angleDiff:Number = Math.random() * Math.PI * 2;
            var rBase:int = Math.random() * 0xFF;
            var gBase:int = Math.random() * 0xFF;
            var bBase:int = Math.random() * 0xFF;
            var rGoal:int = Math.random() * 0xFF;
            var gGoal:int = Math.random() * 0xFF;
            var bGoal:int = Math.random() * 0xFF;
            
            angle = 0;
            do {
                tempNum--;
                angle += angleDiff;
                p.toX = 232 + Math.sqrt(tempNum) * Math.cos(angle) / (MAX_NUM / 9000);
                p.toY = 232 + Math.sqrt(tempNum) * Math.sin(angle) / (MAX_NUM / 9000);
                p.color = 
                Math.floor(rBase + ( (rGoal-rBase) * tempNum / MAX_NUM )) << 16 |
                Math.floor(gBase + ( (gGoal-gBase) * tempNum / MAX_NUM )) << 8 |
                Math.floor(bBase + ( (bGoal-bBase) * tempNum / MAX_NUM ));
            } while( p = p.next );
        }
        private function onEnterFrame(e:Event):void{
            var p:Particle = firstP;
            bmpData.lock();
            do {
                p.update();
                bmpData.setPixel(p.x, p.y, p.color);
            } while( p = p.next )
            bmpData.applyFilter(bmpData,bmpData.rect,new Point(),new BlurFilter(2,2));
            bmpData.unlock();
            if( num > 0 ){
                for( var i:int = 0; i < gv; i++ ){
                    num--;
                    var temp:Particle = new Particle();
                    angle += Math.PI * 137.5077 / 180;
                    shoot(temp, angle);
                    lastP.next = temp;
                    lastP = temp;
                    if( num == 0 ) break;
                }
                gv += ga; 
                ga += 0.02;
            }
        }
        private function shoot(p:Particle, angle:Number):void{
            p.x = 232;
            p.y = 232;
            p.toX = 232 + Math.sqrt(num) * Math.cos(angle) / (MAX_NUM / 9000);
            p.toY = 232 + Math.sqrt(num) * Math.sin(angle) / (MAX_NUM / 9000);
            p.color = 
            (0xCC + Math.ceil( 0x33 - 0x33 * num / MAX_NUM )) << 16 |
            (0x88 + Math.ceil( 0x77 - 0x77 * num / MAX_NUM )) << 8 |
            (Math.ceil( 0x44 * num / MAX_NUM ));
        }
    }
}

final class Particle
{
    public var x:Number;
    public var y:Number;
    public var toX:Number;
    public var toY:Number;
    public var color:uint;
    public var next:Particle;
    public function update():void{
        x += 0.1 * (toX-x);
        y += 0.1 * (toY-y);
    }
}