forked from: [Stardust] Damped Stars
forked from [Stardust] Damped Stars (diff: 36)
Stardust Particle Engine Homepage http://code.google.com/p/stardust-particle-engine/ Documentation http://stardust-particle-engine.googlecode.com/svn/trunk/docs/index.html PDF Manual http://stardust-particle-engine.googlecode.com/svn/trunk/manual/Stardust%20Particle%20Engine%20Manual.pdf
ActionScript3 source code
/**
* Copyright nanasi ( http://wonderfl.net/user/nanasi )
* MIT License ( http://www.opensource.org/licenses/mit-license.php )
* Downloaded from: http://wonderfl.net/c/7Uk4
*/
// forked from cjcat2266's [Stardust] Damped Stars
/**
* Stardust Particle Engine
*
* Homepage
* http://code.google.com/p/stardust-particle-engine/
*
* Documentation
* http://stardust-particle-engine.googlecode.com/svn/trunk/docs/index.html
*
* PDF Manual
* http://stardust-particle-engine.googlecode.com/svn/trunk/manual/Stardust%20Particle%20Engine%20Manual.pdf
*/
package {
import flash.display.Sprite;
import flash.events.Event;
import idv.cjcat.stardust.common.clocks.SteadyClock;
import idv.cjcat.stardust.twoD.display.AddChildMode;
import idv.cjcat.stardust.twoD.renderers.DisplayObjectRenderer;
[SWF(backgroundColor="#FFFFFF", frameRate=60)]
public class Main extends Sprite {
private var emitter:StarEmitter;
public function Main():void {
emitter = new StarEmitter(new SteadyClock(1));
var renderer:DisplayObjectRenderer = new DisplayObjectRenderer(this);
renderer.addEmitter(emitter);
addEventListener(Event.ENTER_FRAME, mainLoop);
}
private function mainLoop(e:Event):void {
emitter.step();
}
}
}
//------------------------------------------------------------------------------------------------
import flash.display.*;
import flash.events.*;
import idv.cjcat.stardust.common.actions.*;
import idv.cjcat.stardust.common.clocks.*;
import idv.cjcat.stardust.common.emitters.*;
import idv.cjcat.stardust.common.renderers.*;
import idv.cjcat.stardust.common.initializers.*;
import idv.cjcat.stardust.common.math.*;
import idv.cjcat.stardust.twoD.actions.*;
import idv.cjcat.stardust.twoD.fields.*;
import idv.cjcat.stardust.twoD.emitters.*;
import idv.cjcat.stardust.twoD.initializers.*;
import idv.cjcat.stardust.twoD.zones.*;
import idv.cjcat.stardust.twoD.renderers.*;
import idv.cjcat.stardust.twoD.deflectors.CircleDeflector;
//------------------------------------------------------------------------------------------------
//I have no idea why this line must be added in order to compile successfully on Wonderfl.
//Just ignore this class :p
class BugFixer extends Shape { public function BugFixer() { } }
//------------------------------------------------------------------------------------------------
class StarEmitter extends Emitter2D {
public function StarEmitter(clock:Clock) {
super(clock);
//initializers
addInitializer(new DisplayObjectClass(Star));
addInitializer(new Velocity(new LazySectorZone(0, 1)));
addInitializer(new Life(new UniformRandom(100, 5)));
addInitializer(new Position(new Line( 100, 300, 500, 300 )));
addAction(new Age());
addAction(new DeathLife());
addAction(new Accelerate(0.2));
addAction(new Move());
addAction(new ScaleCurve(1,7));
addAction( new Gravity() );
addInitializer( new Omega(new UniformRandom(0,0) ) );
}
}
//------------------------------------------------------------------------------------------------
class Star extends Shape {
private const OUTER_RADIUS:Number = 20;
private const INNER_RADIUS:Number = 12;
public function Star() {
graphics.lineStyle(0, 0, 1, false, LineScaleMode.NONE);
graphics.beginFill(0xF9C330);
graphics.moveTo(0, -OUTER_RADIUS);
for (var i:int = 1; i <= 11; i++) {
var radius:Number = (i & 1)?(INNER_RADIUS):(OUTER_RADIUS);
var theta:Number = 0.2 * Math.PI * i;
graphics.lineTo(radius * Math.sin(theta), radius * -Math.cos(theta));
}
graphics.endFill();
}
}
