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

forked from: Metaball

...
@author hbb
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by faseer 21 Jun 2010
/**
 * Copyright faseer ( http://wonderfl.net/user/faseer )
 * MIT License ( http://www.opensource.org/licenses/mit-license.php )
 * Downloaded from: http://wonderfl.net/c/yIOB
 */

// forked from faseer's Metaball
package  
{
	import flash.display.Bitmap;
	import flash.display.BitmapData;
	import flash.display.Shape;
	import flash.display.Sprite;
	import flash.events.Event;
	import flash.filters.BlurFilter;
	import flash.geom.Point;
	import flash.geom.Rectangle;
	
	/**
	 * ...
	 * @author hbb
	 */
	public class TrickMetaball extends Sprite
	{
		private var _balls:Vector.<Ball>;
		private var _canvasSha:Shape;
		private var _canvasBmp:BitmapData;
		private var _output:BitmapData;
		
		private const _bound:Rectangle = new Rectangle(0.0, 0.0, 480.0, 480.0);
		private const _origin:Point = new Point(0.0, 0.0);
		private const _blurFilter:BlurFilter = new BlurFilter(64.0, 64.0, 2);
		private const _blurFilter2:BlurFilter = new BlurFilter(8.0, 8.0, 1);
		
		public function TrickMetaball() 
		{
			createBalls(50);
			createOutput();
			addEventListener(Event.ENTER_FRAME, execute);
		}
		
		private function createOutput():void
		{
			_canvasSha = new Shape();
			_canvasBmp = new BitmapData( _bound.width, _bound.height, false );
			_output = _canvasBmp.clone();
			
			addChild( new Bitmap(_output) );
		}
		
		private function execute(e:Event):void 
		{
			_canvasSha.graphics.clear();
			
			var b:Ball;
			
			for (var i:int = _balls.length; i--; )
			{
				b = _balls[i];
				b.x += b.vx;
				b.y += b.vy;
				
				if (b.x + b.radius < 0) b.x = _bound.width + b.radius;
				else if (b.x - b.radius > _bound.width) b.x = - b.radius;
				
				if (b.y + b.radius < 0) b.y = _bound.height + b.radius;
				else if (b.y - b.radius > _bound.height) b.y = - b.radius;
				
				_canvasSha.graphics.beginFill(0x000000, 1.0);
				_canvasSha.graphics.drawEllipse(b.x, b.y, b.radius, b.radius*3);
				_canvasSha.graphics.endFill();
			}
			
			
			_canvasBmp.fillRect(_bound, 0xFFFFFFFF);
			_canvasBmp.draw( _canvasSha );
			_canvasBmp.applyFilter( _canvasBmp, _bound, _origin, _blurFilter );
			
			//_output.copyPixels( _canvasBmp, _bound, _origin );
			_output.threshold( _canvasBmp, _bound, _origin, '<', 0xe9, 0xFFffffff, 0xFF, true );
			_output.threshold( _output, _bound, _origin, '<', 0xee, 0xFF000000, 0xFF, true );
			_output.applyFilter( _output, _bound, _origin, _blurFilter2 );
		}
		
		private function createBalls( num:int ):void
		{
			_balls = new Vector.<Ball>();
			var b:Ball;
			for (var i:int = 0; i < num; ++i)
			{
				b = _balls[i] = new Ball();
				b.x = _bound.width * Math.random(),
				b.y = _bound.height * Math.random(),
				b.radius = 10.0 + 10.0 * Math.random();
				b.vx = 4.0 - Math.random() * 8.0;
				b.vy = 4.0 - Math.random() * 8.0;
			}
			
		}
		
	}

}

class Ball
{
	public var x:Number = 0.0;
	public var y:Number = 0.0;
	public var vx:Number = 0.0;
	public var vy:Number = 0.0;
	public var radius:Number = 0.0;
}