Flurryを作...れてきた 3
【Flurryを作りたい】
ver.3 2010.09.23
処理速度が変わらなさそうなのでstageの大きさを戻した.
中心をsin, cosで適度にウニウニさせてみた.
触手を3本にした.
ようやくFlurryっぽくなってきた!
処理は依然として重い.
ver.2 2010.09.23
触手を2本にしてみた.少し雰囲気出てきたかな...
処理を少しでも軽くするため,stageのサイズを小さくしてみた.
ver.1 2010.09.23
sin,cosでウニウニさせてみる.
Math.random()を使うと煙に近くなった.
EnterFrameでどんどんaddChild()しているので処理は激重...
/**
* Copyright geko ( http://wonderfl.net/user/geko )
* MIT License ( http://www.opensource.org/licenses/mit-license.php )
* Downloaded from: http://wonderfl.net/c/z7uW
*/
// forked from KoheiTAKAMIYA's Flurryを作...れなかった 2
// forked from KoheiTAKAMIYA's Flurryを作...れなかった
package {
import flash.display.Sprite;
import flash.display.Bitmap;
import flash.display.BitmapData;
import flash.events.Event;
[SWF(/*width="200",height="200",*/frameRate="30")]
public class FlashTest extends Sprite {
private var bmp:Bitmap = new Bitmap();
private var flurry:Flurry;
private var flurryB:Flurry;
private var flurryC:Flurry;
private var i:Number = 0;
private var j:Number = 0;
private var k:Number = 0;
public function FlashTest() {
bmp.bitmapData = new BitmapData(stage.stageWidth, stage.stageHeight, false, 0x000000);
addChild(bmp);
addEventListener(Event.ENTER_FRAME, loop);
}
public function loop(event:Event):void{
i+=0.02;
j+=0.01;
k+=0.018;
flurry = new Flurry(3, Math.sin(Math.PI/2*i), 0.03, -0.03);
flurryB = new Flurry(Math.cos(Math.PI/2*k), 3, 0.05, 0.03);
flurryC = new Flurry(Math.cos(Math.PI/2*j), -3, -0.05, -0.03);
addChild(flurry);
addChild(flurryB);
addChild(flurryC);
flurry.addEventListener(Event.ENTER_FRAME, update);
flurryB.addEventListener(Event.ENTER_FRAME, update);
flurryC.addEventListener(Event.ENTER_FRAME, update);
flurry.x = flurryB.x = flurryC.x = stage.stageWidth/2+Math.sin(Math.PI/2*j)*50;//mouseX;
flurry.y = flurryB.y = flurryC.y = stage.stageHeight/2+Math.cos(Math.PI/2*k)*20;//mouseY;
}
public function update(event:Event):void{
var target:Flurry = event.target as Flurry;
target.update();
if(Math.min(Math.max(target.x, -3), stage.stageWidth+3) == target.x &&
Math.min(Math.max(target.y, -3), stage.stageHeight+3) == target.y &&
target.alpha > 0) return;
target.removeEventListener(Event.ENTER_FRAME, update);
removeChild(target);
target = null;
}
}
}
import flash.display.Shape;
import flash.display.BlendMode;
import flash.events.Event;
import flash.filters.BlurFilter;
class Flurry extends Shape{
private var filter:BlurFilter = new BlurFilter(5,5,3);
private var spout:Object = new Object();
private var wind:Object = new Object();
public function Flurry(spoutX:Number = 0, spoutY:Number = 0, windX:Number = 0, windY:Number = 0, color:uint = 0x33CCCC):void{
blendMode = BlendMode.ADD;
filters = [filter];
spout.x = spoutX;
spout.y = spoutY;
wind.x = windX/3;
wind.y = windY/3;
graphics.beginFill(color);
graphics.drawCircle(0, 0, 6);
graphics.endFill();
}
public function update():void{
spout.x += wind.x;
spout.y += wind.y;
x += spout.x;
y += spout.y;
alpha -= 0.01;///= 1.03;
}
}