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: flash on 2010-3-18

/**
 * Copyright Flagfighter172 ( http://wonderfl.net/user/Flagfighter172 )
 * MIT License ( http://www.opensource.org/licenses/mit-license.php )
 * Downloaded from: http://wonderfl.net/c/xkhu
 */

// forked from poplaryy's flash on 2010-3-18
package  
{
    import flash.display.Sprite;
    import flash.events.Event;
    import flash.display.Bitmap;
    import flash.display.BitmapData;
    import flash.events.MouseEvent;
    import flash.filters.BlurFilter; 
    import flash.filters.ColorMatrixFilter;
    import flash.filters.GlowFilter;
    import flash.geom.Matrix;
    import flash.geom.Point;
    
    [SWF(width = "465", height = "465", backgroundColor = "0", fps = "30")]
    public class Particles extends Sprite
    { 
        private var NUM:int = 500;
        private var p:Particle = new Particle();
        private var bd:BitmapData = new BitmapData(465, 465,true,0);
        private var m:Matrix = new Matrix(1, 0, 0, 1,0,0);
        public function Particles() 
        {
            // take a capture after 10 sec
            Wonderfl.capture_delay( 10 );
            var bmp:Bitmap = new Bitmap(bd);
            bd.fillRect(bd.rect, 0);
            addChild(bmp);
            for ( var i:int = 0; i < NUM; i++ ) {
                var next:Particle = p;
                p = new Particle();
                p.next = next;
                addChild( p );
            }
            addEventListener(Event.ENTER_FRAME, onEnterFrame);
            stage.addEventListener(MouseEvent.MOUSE_DOWN, onDown);
            stage.addEventListener(MouseEvent.MOUSE_UP, onUp);
            stage.addEventListener(Event.MOUSE_LEAVE, onUp);
        }
        private var isDown:Boolean = false;
        private function onDown(e:MouseEvent):void {
            isDown = true;
        }
        private function onUp(e:Event):void {
            isDown = false;
        }
        private function onEnterFrame(e:Event):void {
            if ( !stage ) return;
            var current:Particle = this.p;
            var p:Point = isDown?new Point(stage.mouseX, stage.mouseY):null;
            do{
                current.update(p);
            } while ( current = current.next )
            bd.lock();
            bd.applyFilter(bd, bd.rect, new Point(), new ColorMatrixFilter([
                0.9994, 0, 0, 0, 0,
                0, 0.9994, 0, 0, 0,
                0, 0, 0.9994, 0, 0,
                0, 0, 0, 0.9994, 0,
            ]));
            bd.draw(stage);
            bd.applyFilter(bd, bd.rect, new Point(), new BlurFilter(4, 9, 5));
            bd.unlock();
        }
        
    }
    
}
import flash.display.*;
import flash.geom.Point;

class Particle extends Sprite {
    public var next:Particle;
    private var vx:Number;
    private var vy:Number;
    private var vz:Number;
    public function Particle() {
        graphics.beginFill(0x8888| 0xFFFFFF * Math.random(), 1);
        graphics.drawRect(-1, -1, 2, 2);
        init();
    }
    private function init():void{
        var theta:Number = Math.random() * Math.PI * 2;
        var phi:Number = Math.random() * Math.PI; phi = - Math.PI * 0.35;
        // x,y,z: 初期位置の単位ベクトル
        var x:Number = Math.cos(theta); // 最初から x を使うとなにかおかしい
        var y:Number = Math.sin(theta) * Math.cos(phi);
        var z:Number = Math.sin(theta) * Math.sin(phi);
        // px, py, pz: ランダム速度
        var px:Number = Math.random() - 0.5;
        var py:Number = Math.random() - 0.5;
        var pz:Number = Math.random() - 0.5;
        // i: 速度の原点方向の成分の大きさ
        var i:Number = px * x + py * y + pz * z;
        px -= i * x;
        py -= i * y;
        pz -= i * z;
        
        // i: ジャイロの軸方向の成分の大きさ
        i = py * Math.sin(phi) - pz * Math.cos(phi);
        py -= i * Math.sin(phi);
        pz += i * Math.cos(phi);
        
        var p:Number = 1 / Math.sqrt(px * px + py * py + pz * pz);
        px *= p;
        py *= p;
        pz *= p;
        // px, py, pz: 正規化完了
        
        if ( (x * py - y * px) > 0 ) { // 座標と進行方向の外積のz座標
            px *= -1;
            py *= -1;
            pz *= -1;
        }
        // 向きを揃えた
        
        var r:Number = 130+Math.random() * Math.random()*130; // 初期半径
        var v:Number = Math.sqrt(r)*0.185; // 初期速度
        this.x = 232 + r * x; // 232:wonderfl的中心座標
        this.y = 200 + r * y;
        this.z = r * z;
        vx = px * v;
        vy = py * v;
        vz = pz * v;
        this.blendMode = "add";
    }
    public function update(p:Point):void {
        x += vx;
        y += vy;
        z += vz;
        if ( !p ) p = new Point(232, 200);
        var px:Number = x - p.x;
        var py:Number = y - p.y;
        var r:Number = 1000 / Math.pow(px*px+py*py+z*z,1.5);
        vx -= px * r;
        vy -= py * r;
        vz -= z * r;
        
        if( x > 1465 || x < -1000 ){
            init();
        }
    }
}