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

forked from: forked from: HANABI

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by yuyu 21 May 2012
/**
 * Copyright yuyu ( http://wonderfl.net/user/yuyu )
 * MIT License ( http://www.opensource.org/licenses/mit-license.php )
 * Downloaded from: http://wonderfl.net/c/upCO
 */

// forked from matsu4512's forked from: HANABI

package
{
    import __AS3__.vec.Vector;
    
    import flash.display.Bitmap;
    import flash.display.BitmapData;
    import flash.display.BlendMode;
    import flash.display.PixelSnapping;
    import flash.display.Sprite;
    import flash.events.Event;
    import flash.events.TimerEvent;
    import flash.filters.BlurFilter;
    import flash.geom.ColorTransform;
    import flash.geom.Matrix;
    import flash.geom.Point;
    import flash.geom.Rectangle;
    import flash.utils.Timer;
    [SWF(width = "465", height = "465", backgroundColor = "0x000000", frameRate = "30")]
    
    public class Particle_circle extends Sprite
    {
        private const WIDTH:Number = 465;
        private const HEIGH:Number = 465;
        
        private var _particles:Vector.<Particle>;
        private var _canvas:BitmapData;
        private var _glow:BitmapData;
        private var _rect:Rectangle;
        private var cTra:ColorTransform;
        private var timer:Timer;
        
        private var p_vec:Vector.<Particle>;
        
        private var sx:Number;
        private var sy:Number;
        
        
        public function Particle_circle()
        {
            init();
        }
        
        private function init():void
        {
            _particles = new Vector.<Particle>();
            p_vec = new Vector.<Particle>(1);
            var p:Particle;
            for(var i:uint = 0; i < p_vec.length; i++){
                p = new Particle();
                p.x = Math.random()*WIDTH;
                p.y = Math.random()*HEIGH;
                p.vx = -Math.random()*10 - 2;
                p.vy = Math.random()*10 - 5;
                p_vec[i] = p;
                
            }
            _canvas = new BitmapData(WIDTH, HEIGH, false, 0x0);
            addChild(new Bitmap(_canvas)) as Bitmap;
            
            _glow = new BitmapData(WIDTH/4, HEIGH/4, false, 0x0);
            var bm:Bitmap = addChild(new Bitmap(_glow, PixelSnapping.NEVER, true)) as Bitmap;
            bm.scaleX = bm.scaleY = 4;
            bm.blendMode = BlendMode.ADD;
            
            _rect = new Rectangle(0, 0, WIDTH, HEIGH);
            cTra = new ColorTransform(0.8, 0.8, 0.9, 1);
            
            this.stage.addEventListener(Event.ENTER_FRAME, enterframeHandler);
            
            timer = new Timer(30);
            timer.addEventListener(TimerEvent.TIMER, resetFunc);
            timer.start();
        }
        
        private function resetFunc(e:TimerEvent):void
        {
            (cTra.redMultiplier > 0.5)? cTra.redMultiplier = 0.0 : cTra.redMultiplier += 0.01;
            
            hanabi();
        }
        
        private function hanabi():void 
        {
            var i:int = 50;
            for(var j:uint = 0; j < p_vec.length; j++){
                sx = p_vec[j].x;
                sy = p_vec[j].y;
                while (i--) createParticle();
                i = 10;
            }
        }
        
        private function createParticle():void {
            var p:Particle = new Particle();
            p.x = sx;
            p.y = sy;
            p.vx = 5*Math.random();
            p.vy = 5*Math.random();
            _particles.push(p);
        }
        
        private function enterframeHandler(e:Event):void
        {
            update();
        }
        
        private function update():void {
            _canvas.lock();
            _canvas.applyFilter(_canvas, _rect, new Point(), new BlurFilter(2, 2));
            _canvas.colorTransform(_rect, cTra);
            var i:int = _particles.length;
            while (i--) {
                var p:Particle = _particles[i];
                p.vy += 0.1;
                p.x += p.vx;
                p.y += p.vy;
                _canvas.setPixel32(p.x, p.y, p.c);
                if ((p.x > stage.stageWidth || p.x < 0) || (p.y < 0 || p.y > stage.stageHeight) || Math.abs(p.vx) < .01 || Math.abs(p.vy) < .01)
                {
                    this._particles.splice(i, 1);
                }
            }
            _canvas.unlock();
            var mat:Matrix = new Matrix();
            mat.scale(0.25, 0.25);
            _glow.draw(_canvas, mat);
            
            for(i = 0; i < p_vec.length; i++){
                p = p_vec[i];
                p.x += p.vx;
                p.y += p.vy;
                if(p.x < 0)
                    p.x = WIDTH;
                else if(p.x > WIDTH)
                    p.x = 0;
                if(p.y > HEIGH)
                    p.y = 0;
                else if(p.y < 0)
                    p.y = HEIGH;
            }
        }
    }
}
    

class Particle
{
    public var x:Number;
    public var y:Number;
    public var vx:Number;
    public var vy:Number;
    public var c:uint;
    
    public function Particle()
    {
        this.x = 0;
        this.y = 0;
        this.vx = 0;
        this.vy = 0;
        this.c = 0xFFFFFFFF;
    }
}