Cloud ( forked from: Crowd )
綺麗だったから,forkした。
Crowdにblurかけたら,雲(cloud)になった.
/**
* Copyright shohei909 ( http://wonderfl.net/user/shohei909 )
* MIT License ( http://www.opensource.org/licenses/mit-license.php )
* Downloaded from: http://wonderfl.net/c/yggG
*/
// forked from demouth's Crowd
package {
//綺麗だったから,forkした。
//Crowdにblurかけたら,雲(cloud)になった.
import flash.display.StageScaleMode;
import flash.display.StageQuality;
import flash.events.Event;
import flash.display.Graphics;
import flash.display.Sprite;
import frocessing.color.ColorHSV;
import flash.utils.getTimer;
[SWF(frameRate='60' , backgroundColor="0")]
public class FlashTest extends Sprite{
public function FlashTest(){
addChild(new AntMap());
}
}
}
import flash.filters.BlurFilter;
import flash.geom.Point;
import flash.display.StageScaleMode;
import flash.display.StageQuality;
import flash.events.Event;
import flash.display.Graphics;
import flash.display.Sprite;
import frocessing.color.ColorHSV;
import flash.utils.getTimer;
import flash.display.BitmapData;
import flash.display.Bitmap;
import flash.events.*;
class AntMap extends Bitmap {
private var ant:Ant;
private var mouse:Ant;
private var sprite:Sprite = new Sprite();
private const filter:BlurFilter = new BlurFilter(30,30,1);
private var baseData:BitmapData;
private var ants:Vector.<Ant>;
private const NUM:int = 1000;
public function AntMap() {
baseData = new BitmapData(465,465,false,0x000000);
super( new BitmapData(465,465,false,0x000000) );
if (stage) init();
else addEventListener(Event.ADDED_TO_STAGE, init)
}
private function init(e:Event = null):void
{
removeEventListener(Event.ADDED_TO_STAGE, init);
this.stage.quality = StageQuality.LOW;
this.stage.scaleMode = StageScaleMode.NO_SCALE;
this.ants = new Vector.<Ant>();
this.mouse = new Ant();
for (var i:int = 0; i < NUM; i++)
{
var ant:Ant = new Ant();
ant.setTarget( this.mouse );
this.ants.push( ant );
ant.x = this.stage.stageWidth / 2 + Math.random() * 300 - 150;
ant.y = this.stage.stageHeight / 2 + Math.random() * 300 - 150;
}
this.stage.addEventListener( Event.ENTER_FRAME , enterFrameHandler);
}
private function enterFrameHandler(event:Event):void
{
sprite.graphics.clear();
this.mouse.x = this.stage.mouseX;
this.mouse.y = this.stage.mouseY;
var l:int = this.ants.length;
for (var i:int = 0; i < l; i++)
{
this.ants[i].move();
}
this.draw();
}
private function draw():void
{
var g:Graphics = sprite.graphics;
var l:int = this.ants.length;
for (var i:int = 0; i < l; i++)
{
var ant:Ant = this.ants[i];
var hsv:ColorHSV = new ColorHSV(ant.speed*15 + ((getTimer()*0.01)) , 0.7);
var toX:Number = ant.x + Math.cos( ant.angle ) * 10 ;
var toY:Number = ant.y + Math.sin( ant.angle ) * 10 ;
g.lineStyle( 1 , hsv.value);
g.moveTo( ant.x , ant.y );
g.lineTo( toX , toY );
}
bitmapData.lock();
bitmapData.draw(sprite);
bitmapData.applyFilter(bitmapData,bitmapData.rect,new Point(),filter);
bitmapData.merge(baseData,bitmapData.rect,new Point(0,0),4,10,30,10);
bitmapData.unlock();
}
}
class Ant
{
public var x:Number = 0;
public var y:Number = 0;
public var angle:Number = 0;
public var speed:Number = 0;
private var target:Ant;
public function Ant()
{
}
public function setTarget(target:Ant):void
{
this.target = target;
}
public function move():void
{
if ( this.target )
{
var diffX:Number = this.target.x - this.x;
var diffY:Number = this.target.y - this.y;
var diff:Number = Math.sqrt( diffX * diffX + diffY * diffY );//直線上の距離
if ( diff > 3 )//一定の距離以上の時は角度を変更する
{
var nowAngle:Number = this.angle;
var toTargetAngle:Number = Math.atan2( diffY , diffX );
nowAngle += Math.PI * 2;
toTargetAngle += Math.PI * 2;
nowAngle %= Math.PI * 2;
toTargetAngle %= Math.PI * 2;
if ( Math.abs( nowAngle - toTargetAngle ) > Math.PI )
{
if ( nowAngle < toTargetAngle ) nowAngle += Math.PI * 2
else nowAngle -= Math.PI * 2;
}
var angleStepRatio:Number = 0.9 + Math.random() * 0.1;
this.angle = nowAngle * angleStepRatio + toTargetAngle * (1-angleStepRatio) ;
}
//スピードを変更する
this.speed *= 0.5 + Math.random()*0.4;
if ( diff > 5 ) this.speed += Math.min( diff , 200) * 0.005 + Math.random()*2;
}
var moveX:Number = Math.cos( this.angle ) * this.speed;
var moveY:Number = Math.sin( this.angle ) * this.speed;
this.x += moveX;
this.y += moveY;
}
}