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[Stardust] Rain

雨を降らせてみた。
@author paq89
/**
 * Copyright paq ( http://wonderfl.net/user/paq )
 * MIT License ( http://www.opensource.org/licenses/mit-license.php )
 * Downloaded from: http://wonderfl.net/c/yTGI
 */

package 
{
	import flash.display.Bitmap;
	import flash.display.BitmapData;
	import flash.display.BitmapDataChannel;
	import flash.display.Graphics;
	import flash.display.Sprite;
	import flash.events.Event;
	import flash.events.MouseEvent;
	import flash.events.TimerEvent;
	import flash.filters.BlurFilter;
	import flash.filters.ColorMatrixFilter;
	import flash.geom.ColorTransform;
	import flash.geom.Matrix;
	import flash.geom.Point;
	import flash.utils.getTimer;
	import flash.utils.Timer;
	import idv.cjcat.stardust.common.clocks.SteadyClock;
	import idv.cjcat.stardust.common.emitters.Emitter;
	import idv.cjcat.stardust.twoD.renderers.DisplayObjectRenderer;
	
	/**
	 * 雨を降らせてみた。
	 * @author paq89
	 */
	
	[SWF(width = 465, height = 465, backgroundColor = 0x000000, frameRate = 60)]
	public class Main extends Sprite 
	{
		private static const ZERO_POINT:Point = new Point(0, 0);
		
		private var bmpd:BitmapData			= new BitmapData(465, 465, true, 0);
		private var bmp:Bitmap				= new Bitmap(bmpd);
		private var container:Sprite		= new Sprite();
		private var obstacle:Obstacle		= new Obstacle();
		private var emitter:Emitter			= new RainEmitter(new SteadyClock(2), obstacle);
		private var blur:BlurFilter			= new BlurFilter(1.5, 1.5, 1);
		private var color:ColorMatrixFilter = new ColorMatrixFilter([
			1, 0, 0, 0, -5,
			0, 1, 0, 0, -5,
			0, 0, 1, 0, -5,
			0, 0, 0, 1, 0
		]);
		
		public function Main():void 
		{
			if (stage) init();
			else addEventListener(Event.ADDED_TO_STAGE, init);
		}
		
		private function init(e:Event = null):void 
		{
			removeEventListener(Event.ADDED_TO_STAGE, init);
			
			var background:Sprite = new Sprite();
			var g:Graphics = background.graphics;
			g.beginFill(0x000000);
			g.drawRect(0, 0, 465, 465);
			
			var renderer:DisplayObjectRenderer = new DisplayObjectRenderer(container);
			renderer.addEmitter(emitter);;
			
			addChild(background);
			addChild(bmp);
			addChild(obstacle)
			stage.addEventListener(Event.ENTER_FRAME, loop);
			stage.addEventListener(MouseEvent.MOUSE_MOVE, onMouseMove);
		}
		
		private function loop(e:Event):void
		{
			emitter.step();
			bmpd.applyFilter(bmpd, bmpd.rect, ZERO_POINT, color);
			bmpd.applyFilter(bmpd, bmpd.rect, ZERO_POINT, blur);
			bmpd.draw(container);
		}
		
		private function onMouseMove(e:MouseEvent):void
		{
			obstacle.x = stage.mouseX;
			obstacle.y = stage.mouseY;
			obstacle.circleDeflector.x = obstacle.x;
			obstacle.circleDeflector.y = obstacle.y;
			RainEmitter(emitter).circleZone.x = obstacle.x;
			RainEmitter(emitter).circleZone.y = obstacle.y;
			if (e) e.updateAfterEvent();
		}
	}
	
}

import flash.display.Sprite;
import flash.display.BitmapData;
import flash.events.MouseEvent;
import frocessing.color.ColorHSV;
import idv.cjcat.stardust.common.actions.CompositeAction;
import idv.cjcat.stardust.common.actions.triggers.DeathTrigger;
import idv.cjcat.stardust.common.clocks.Clock;
import idv.cjcat.stardust.common.initializers.CollisionRadius;
import idv.cjcat.stardust.common.initializers.Mask;
import idv.cjcat.stardust.common.initializers.Mass;
import idv.cjcat.stardust.common.initializers.Scale;
import idv.cjcat.stardust.common.math.UniformRandom;
import idv.cjcat.stardust.twoD.actions.DeathZone;
import idv.cjcat.stardust.twoD.actions.Deflect;
import idv.cjcat.stardust.twoD.actions.Gravity;
import idv.cjcat.stardust.twoD.actions.Move;
import idv.cjcat.stardust.twoD.actions.Oriented;
import idv.cjcat.stardust.twoD.actions.Spawn;
import idv.cjcat.stardust.twoD.actions.SpeedLimit;
import idv.cjcat.stardust.twoD.deflectors.CircleDeflector;
import idv.cjcat.stardust.twoD.emitters.Emitter2D;
import idv.cjcat.stardust.twoD.fields.BitmapField;
import idv.cjcat.stardust.twoD.fields.UniformField;
import idv.cjcat.stardust.twoD.initializers.DisplayObjectClass;
import idv.cjcat.stardust.twoD.initializers.Position;
import idv.cjcat.stardust.twoD.initializers.Velocity;
import idv.cjcat.stardust.twoD.zones.CircleZone;
import idv.cjcat.stardust.twoD.zones.LazySectorZone;
import idv.cjcat.stardust.twoD.zones.Line;
import idv.cjcat.stardust.twoD.zones.RectZone;
import idv.cjcat.stardust.twoD.zones.SinglePoint;

class RainEmitter extends Emitter2D
{
	private var _circleZone:CircleZone = new CircleZone(0,0,50);
	
	public function RainEmitter(clock:Clock, obstacle:Obstacle)
	{
		super(clock);
			
		var spawn:Spawn = new Spawn(new UniformRandom(3, 1));
		var lazySector:LazySectorZone = new LazySectorZone(2.5, 1.5);
		lazySector.direction.set(0, 1);
		lazySector.directionVar = 70;
		spawn.addInitializer(new Velocity(lazySector));
		spawn.addInitializer(new Position(new SinglePoint(0, -10)));
		spawn.addInitializer(new Mask(2));
		spawn.addInitializer(new DisplayObjectClass(Rain));
		spawn.addInitializer(new Scale(new UniformRandom(0.2, 0.8)));
		
		addInitializer(new Mask(1));
		addInitializer(new DisplayObjectClass(Rain));
		addInitializer(new Position(new Line(0, 0, 465, 0)));
		addInitializer(new Scale(new UniformRandom(0.2, 1)));
		
		var gravity:Gravity = new Gravity();
		gravity.addField(new UniformField(0, 0.2));
		var deflect:Deflect = new Deflect();
		deflect.addDeflector(obstacle.circleDeflector);
		var commonActions:CompositeAction = new CompositeAction();
		commonActions.mask = 1 | 2;
		commonActions.addAction(gravity);
		commonActions.addAction(deflect);
		commonActions.addAction(new Move());
		commonActions.addAction(new Oriented());
		commonActions.addAction(new DeathZone(new RectZone(0, 0, 465, 465), true));
		commonActions.addAction(new DeathZone(_circleZone, false));
		addAction(commonActions);
		
		var deathTrigger:DeathTrigger = new DeathTrigger();
		deathTrigger.addAction(spawn);
		var dripActions:CompositeAction = new CompositeAction();
		dripActions.mask = 1;
		dripActions.addAction(deathTrigger);
		addAction(dripActions);
	}
	
	public function get circleZone():CircleZone { 
		return _circleZone;
	}
	
	public function set circleZone(value:CircleZone):void 
	{
		_circleZone = value;
	}
}

class Obstacle extends Sprite {
	
	public var circleDeflector:CircleDeflector
	
	public function Obstacle() {
		x = 465 / 2;
		y = 465 / 2;
		graphics.lineStyle(1, 0xFFFFFF, 0.5);
		//graphics.beginFill(0xFFFFFF, 0.25);
		graphics.drawCircle(0, 0, 50);
		circleDeflector = new CircleDeflector(x, y, 50);
		circleDeflector.bounce = 0;
	}
}

class Rain extends Sprite 
{
	static private var col:int = 180;
	public function Rain():void 
	{
		var color:ColorHSV = new ColorHSV(col+Math.random()*60>>0, 0.7);
		graphics.beginFill(color.value);
		graphics.drawRect(0, 0, 2, 10);
	}
}