Flying Bats forked from: BitmapDataで配列に格納すると高速化するよ
forked from BitmapDataで配列に格納すると高速化するよ (diff: 139)
矢印がいっぱいなんだけど、高速なデモ 画質はディフォルトの StageQuality.HIGH で 矢印 1000個 @author Yasu
Related images
ActionScript3 source code
/**
* Copyright HaraMakoto ( http://wonderfl.net/user/HaraMakoto )
* MIT License ( http://www.opensource.org/licenses/mit-license.php )
* Downloaded from: http://wonderfl.net/c/A7OX
*/
// forked from clockmaker's 3D Flow Simulation with Field of Blur
// forked from clockmaker's 3D Flow Simulation
// forked from clockmaker's Interactive Liquid 10000
// forked from clockmaker's Liquid110000 By Vector
// forked from munegon's forked from: forked from: forked from: forked from: Liquid10000
// forked from Saqoosha's forked from: forked from: forked from: Liquid10000
// forked from nutsu's forked from: forked from: Liquid10000
// forked from nutsu's forked from: Liquid10000
// forked from zin0086's Liquid10000
package
{
/**
* 矢印がいっぱいなんだけど、高速なデモ
* 画質はディフォルトの StageQuality.HIGH で
* 矢印 1000個
* @author Yasu
*/
import flash.display.*;
import flash.events.*;
import flash.geom.*;
import flash.net.URLRequest;
import flash.utils.*;
import flash.system.Security;
import net.hires.debug.Stats;
[SWF(width="465", height="465", backgroundColor="0xFFFFFF")]
public class BatFly extends Sprite {
private const NUM_PARTICLE:uint = 70;
private const ROT_STEPS:int = 240;
private var forceMap:BitmapData = new BitmapData( 233, 233, false, 0x000000 );
private var randomSeed:uint = Math.floor( Math.random() * 0xFFFF );
private var particleList:Vector.<Arrow> = new Vector.<Arrow>(NUM_PARTICLE, true);
private var rect:Rectangle = new Rectangle( 0, 0, 465, 465 );
private var seed:Number = Math.floor( Math.random() * 0xFFFF );
private var offset:Array = [new Point(), new Point()];
private var timer:Timer;
private var world:Sprite = new Sprite();
private var rotArr:Vector.<BitmapData> = new Vector.<BitmapData>(ROT_STEPS, true);
///////
private var BatImgArray:Array = new Array();
private var ImgDomain:String = "http://swimmingbird.heteml.jp/wonderfl/assets/";
private var BatImages:Array = [
"bat/Bat20001.png", "bat/Bat20001.png", "bat/Bat20001.png", "bat/Bat20001.png",
"bat/Bat20002.png", "bat/Bat20003.png", "bat/Bat20004.png", "bat/Bat20005.png",
"bat/Bat20006.png", "bat/Bat20007.png", "bat/Bat20008.png", "bat/Bat20009.png",
"bat/Bat20010.png"
];
private var batCounter:int = 0;
private var posList:Array = [{x:0, y:3},{x:0, y:4},{x:0, y:5},{x:0, y:6},{x:0, y:7},{x:1, y:2},{x:1, y:3},{x:1, y:4},{x:1, y:5},{x:1, y:6},{x:1, y:7},{x:1, y:8},{x:2, y:1},{x:2, y:2},{x:2, y:3},{x:2, y:4},{x:2, y:5},{x:2, y:6},{x:2, y:7},{x:2, y:8},{x:3, y:1},{x:3, y:2},{x:3, y:3},{x:3, y:4},{x:3, y:5},{x:3, y:6},{x:3, y:7},{x:3, y:8},{x:3, y:9},{x:4, y:0},{x:4, y:1},{x:4, y:2},{x:4, y:3},{x:4, y:4},{x:4, y:5},{x:4, y:6},{x:4, y:7},{x:4, y:8},{x:4, y:9},{x:5, y:1},{x:5, y:2},{x:5, y:3},{x:5, y:4},{x:5, y:5},{x:5, y:6},{x:5, y:7},{x:5, y:8},{x:5, y:9},{x:6, y:1},{x:6, y:2},{x:6, y:3},{x:6, y:4},{x:6, y:5},{x:6, y:6},{x:6, y:7},{x:6, y:8},{x:6, y:9},{x:7, y:2},{x:7, y:3},{x:7, y:4},{x:7, y:5},{x:7, y:6},{x:7, y:7},{x:7, y:8},{x:8, y:3},{x:8, y:4},{x:8, y:5},{x:8, y:6},{x:8, y:7}];
public function BatFly() {
Security.loadPolicyFile("http://swimmingbird.heteml.jp/crossdomain.xml");
loadBats();
}
private function loadBats():void {
var i:int;
for(i=0; i<BatImages.length; i++) {
var loader:Loader = new Loader();
var sp:Sprite = new Sprite();
sp.addChild(loader);
BatImgArray.push(sp);
loader.contentLoaderInfo.addEventListener(Event.COMPLETE, loadComp);
loader.load(new URLRequest(ImgDomain+BatImages[i]));
}
}
private function loadComp(event:Event):void {
if(batCounter==BatImages.length-1) {
init();
} else {
batCounter++;
}
}
private function init():void {
stage.align = StageAlign.TOP_LEFT;
stage.scaleMode = StageScaleMode.NO_SCALE;
stage.frameRate = 60;
addChild(world);
// フォースマップの初期化をおこないます
resetFunc();
// ループ処理
addEventListener( Event.ENTER_FRAME, loop );
// 時間差でフォースマップと色変化の具合を変更しています
var timer:Timer = new Timer(1000)
timer.addEventListener(TimerEvent.TIMER, resetFunc);
timer.start();
// 矢印をプレレンダリング
var dummy:Sprite = new Sprite();
dummy.graphics.beginFill(0xFFFFFF, 1);
dummy.graphics.lineStyle(1, 0x0, 1);
dummy.graphics.moveTo(2, 4);
dummy.graphics.lineTo(8, 4);
dummy.graphics.lineTo(8, 0);
dummy.graphics.lineTo(20, 7);
dummy.graphics.lineTo(8, 14);
dummy.graphics.lineTo(8, 10);
dummy.graphics.lineTo(2, 10);
dummy.graphics.lineTo(2, 4);
var matrix:Matrix;
var i:int = ROT_STEPS;
while (i--)
{
matrix = new Matrix();
matrix.translate( -75, -35);
matrix.rotate( ( 360 / ROT_STEPS * i + 90)* Math.PI / 180);
var scaleNum:Number = 0.3;
// var scaleNum:Number = 0.1 + 0.2 * Math.abs( Math.cos(360 / ROT_STEPS * i) );
matrix.scale( scaleNum, scaleNum );
matrix.translate( 75, 35 );
rotArr[i] = new BitmapData(150, 150, true, 0x0);
// rotArr[i].draw(dummy, matrix);
rotArr[i].draw(BatImgArray[i%10], matrix);
}
// パーティクルを生成します
for (i = 0; i < NUM_PARTICLE; i++) {
var px:Number = Math.random() * 465;
var py:Number = Math.random() * 465;
particleList[i] = new Arrow(px, py);
world.addChild(particleList[i]);
}
}
private function loop( e:Event ):void {
var len:uint = particleList.length;
var col:Number;
for (var i:uint = 0; i < len; i++) {
var arrow:Arrow = particleList[i];
var oldX:Number = arrow.ox;
var oldY:Number = arrow.oy;
if(!arrow.isMass) {
col = forceMap.getPixel( arrow.x >> 1, arrow.y >> 1);
arrow.ax += ( (col & 0xff) - 0x80 ) * .0005;
arrow.ay += ( (col >> 8 & 0xff) - 0x80 ) * .0005;
arrow.vx += arrow.ax;
arrow.vy += arrow.ay;
arrow.x += arrow.vx;
arrow.y += arrow.vy;
}
var _posX:Number = arrow.x;
var _posY:Number = arrow.y;
var rot:Number = - Math.atan2((_posX - oldX), (_posY - oldY)) * 180 / Math.PI + 90;
var angle:int = rot / 360 * ROT_STEPS | 0;
// Math.absの高速化ね
angle = (angle ^ (angle >> 31)) - (angle >> 31);
arrow.rot += (angle - arrow.rot) * 0.2;
arrow.bitmapData = rotArr[arrow.rot];
//if(!arrow.isMass) {
arrow.ax *= .96;
arrow.ay *= .96;
arrow.vx *= .92;
arrow.vy *= .92;
//}
// あと配置座標を整数化しておきます
arrow.x = arrow.x | 0;
arrow.y = arrow.y | 0;
arrow.ox = arrow.x;
arrow.oy = arrow.y;
( _posX > 465 ) ? arrow.x = 0 :
( _posX < 0 ) ? arrow.x = 465 : 0;
( _posY > 465 ) ? arrow.y = 0 :
( _posY < 0 ) ? arrow.y = 465 : 0;
}
}
private function resetFunc(e:Event = null):void{
forceMap.perlinNoise(117, 117, 3, seed, false, true, 6, false, offset);
offset[0].x += 1.5;
offset[1].y += 1;
seed = Math.floor( Math.random() * 0xFFFFFF );
}
}
}
import flash.display.*;
import flash.geom.Point;
import caurina.transitions.Tweener;
import caurina.transitions.Equations;
import caurina.transitions.properties.CurveModifiers;
class Arrow extends Bitmap
{
public var rot:int = 0;
public var vx:Number = 0;
public var vy:Number = 0;
public var ax:Number = 0;
public var ay:Number = 0;
public var ox:Number = 0;
public var oy:Number = 0;
private var targetPt:Point = new Point(0,0);
private var tailPt:Point = new Point(0,0);
private var middlePt:Point = new Point(0,0);
private var nextPt:Point = new Point(0,0);
public var isMass:Boolean = false;
private var delayTime:Number;
function Arrow( x:Number, y:Number) {
this.x = x;
this.y = y;
CurveModifiers.init();
}
//目標の位置に移動するメソッド
public function moveWithVector(tx:Number, ty:Number):void {
isMass = true;
targetPt.x = tx;
targetPt.y = ty;
decideTails(targetPt,180,465*Math.random(), 465*Math.random());
gotoTargetR();
}
private function decideTails(target:Point, r:Number,_x:Number,_y:Number):void {
var tailRad:Number = 100;
//しっぽ
tailPt.x = target.x - tailRad * Math.cos(r*Math.PI/180);
tailPt.y = target.y - tailRad * Math.sin(r*Math.PI/180);
//次ステップ
nextPt.x = this.x + this.vx;
nextPt.y = this.y + this.vy;
//中間点
var dx:Number = tailPt.x - nextPt.x;
var dy:Number = tailPt.x - nextPt.y;
var nR:Number = Math.atan2(dy, dx);
var distance:Number = Math.sqrt(dx*dx+dy*dy);
middlePt.x = nextPt.x + (tailPt.x-nextPt.x)/2 + distance*0.25*Math.cos(nR+90*Math.PI/180);
middlePt.y = nextPt.y + (tailPt.y-nextPt.y)/2 + distance*0.25*Math.sin(nR+90*Math.PI/180);
this.vx = 100 * Math.cos(90*Math.PI/180);
this.vy = 100 * Math.sin(90*Math.PI/180);
}
private function gotoTargetR():void {
var bz:Array = [
{x:nextPt.x,y:nextPt.y},{x:middlePt.x,y:middlePt.y},{x:tailPt.x,y:tailPt.y}
];
Tweener.addTween(this, {x:targetPt.x, y:targetPt.y, _bezier:bz, time:1, transition:Equations.easeOutQuint});
}
}