forked from: forked from: forked from: ビリビリ(Lightning Effect)

by heru.z0r forked from forked from: forked from: ビリビリ(Lightning Effect) (diff: 85)
比較的簡単に実装できそうな方法で
稲妻というか放電風のビリビリを作ってみました。

マウスクリックでビリビリの出現点が変化します。
♥0 | Line 124 | Modified 2012-02-18 03:52:54 | MIT License
play

ActionScript3 source code

/**
 * Copyright heru.z0r ( http://wonderfl.net/user/heru.z0r )
 * MIT License ( http://www.opensource.org/licenses/mit-license.php )
 * Downloaded from: http://wonderfl.net/c/IeR9
 */

// forked from sazzzzz's forked from: forked from: ビリビリ(Lightning Effect)
// forked from sazzzzz's forked from: ビリビリ(Lightning Effect)
// forked from mousepancyo's ビリビリ(Lightning Effect)
/*
比較的簡単に実装できそうな方法で
稲妻というか放電風のビリビリを作ってみました。

マウスクリックでビリビリの出現点が変化します。
*/

package {    
    import flash.display.BitmapData;
    import flash.display.Bitmap;
    import flash.events.Event;
    import flash.geom.Point;
    import flash.display.Sprite;
    import flash.geom.ColorTransform;
    import flash.geom.Matrix;
    import flash.filters.GlowFilter;
    import flash.events.MouseEvent;
    import flash.external.ExternalInterface;
    
    [SWF(width="465", height="465", backgroundColor="0x3e3e3e", frameRate="60")]
    
    public class Main extends Sprite{
        private const W:Number = 465;
        private const H:Number = 465;
        private const RANGE:int = 31; // 1,3,5,15,31,93,155,465
        private var _p:Point;
        private var _sp:Sprite;
        private var _ctf:ColorTransform;
        private var _canvas:BitmapData;
        private var _glow:BitmapData;
        
        private var _rad:Number = 0.0;

        public function Main() {            
            init();
            addEventListener(Event.ENTER_FRAME, update)    ;
            stage.addEventListener(MouseEvent.CLICK, onDown);
        }
        
        private function log(msg:String):void{
            ExternalInterface.call("console.log", msg);
        }

        
        private function init():void{
            _p = new Point(W / 2, H - 30);
            _sp = new Sprite();
            _sp.filters = [new GlowFilter(0xC9E6FC, 1, 12, 12, 4, 3, false, false)];
            _ctf = new ColorTransform(0.9, 0.96, 1, 0.9);
            _canvas = new BitmapData(W,H,false,0);
            
            var bm:Bitmap = new Bitmap(_canvas, "auto", true);
            _glow = new BitmapData(W / RANGE, H / RANGE, false, 0);
            
            var glowBm:Bitmap = new Bitmap(_glow, "never", true);
            glowBm.blendMode = "add";
            glowBm.scaleX = RANGE;
            glowBm.scaleY = RANGE;
            
            addChild(bm);
            addChild(glowBm);
        }
        
        private function onDown(e:MouseEvent):void{
            _p = new Point(mouseX, mouseY);
        }
                
        private function update(e:Event):void{
            var p:Point = new Point();
            var num:int = (Math.random() * 180);
            p.x = _p.x;
            p.y = _p.y;
            _sp.graphics.clear();
            _sp.graphics.lineStyle(Math.random()*2, 0xFFFFFF, num/200);
            _sp.graphics.moveTo(p.x, p.y);
            
            var m:Point = new Point(mouseX, mouseY);
            _rad += Math.random() * 90.0 * Math.PI / 180.0 * (Math.random() * 2.0 - 1.0);
            var rad:Number = _rad;
            var speed:int = Math.random() * 3;
            
            var v:Point = new Point();
            v.x = Math.cos(rad) * speed;
            v.y = Math.sin(rad) * speed;
            
            var vo:Point = new Point();
            var vs:Point = new Point();
            var vr:Point = new Point();
            var vl:Point = new Point();
            var rel:Point = new Point();
            var max:Number = 60.0;
            var maxrad:Number = Math.PI / 180 * max;
            var doo:Number;
            var d:Number = 10.0;
            var noise:int;
            
            while( d >= 1 ){
                speed = Math.random() * 10;
                
                //元のベクトル
                doo = Math.sqrt(v.x * v.x + v.y * v.y);
                if(doo > 0){
                    vo.x = v.x / doo * speed;
                    vo.y = v.y / doo * speed;
                }else{
                    vo.x = 0;
                    vo.y = speed;
                }
                
                // 書き始め位置から、書き終わり位置への相対位置ベクトル
                rel.x = m.x - p.x;
                rel.y = m.y - p.y;
                
                // straight
                d = Math.sqrt(rel.x * rel.x + rel.y * rel.y);
                if(d > 0){
                    vs.x = rel.x / d * speed;
                    vs.y = rel.y / d * speed;
                }else{
                    vs.x = 0;
                    vs.y = speed;
                }
                
                // clockwise
                
                if(d < 1){
                    // goal
                    v.x = rel.x;
                    v.y = rel.y;
                }else{
                    // continue
                    
                    // 速度ベクトルvoを回転
                    vr.x = Math.cos(maxrad) * vo.x - Math.sin(maxrad) * vo.y;
                    vr.y = Math.sin(maxrad) * vo.x + Math.cos(maxrad) * vo.y;
                    vl.x = Math.cos(-maxrad) * vo.x - Math.sin(-maxrad) * vo.y;
                    vl.y = Math.sin(-maxrad) * vo.x + Math.cos(-maxrad) * vo.y;
                   
                    if(vo.x * vs.x + vo.y * vs.y <= vo.x * vr.x + vo.y * vr.y){
                        // in range
                        v.x = vs.x;
                        v.y = vs.y;
                    }else{
                        // out of range
                        
                        // clockwise or counterclock
                        if(rel.x * vr.x + rel.y * vr.y <= rel.x * vl.x + rel.y * vl.y){
                            // clock
                            v.x = vr.x;
                            v.y = vr.y;
                        }else{
                            // counter
                            v.x = vl.x;
                            v.y = vl.y;
                        }
                    }
                   //noise = Math.random() * 8 - 4;
                    //v.x += noise;
                    //v.y += noise;
                }

                p.x += v.x;
                p.y += v.y;
                _sp.graphics.lineTo(p.x, p.y);
            }
            
            _canvas.colorTransform(_canvas.rect, _ctf);
            _canvas.draw(_sp);
            _glow.draw(_canvas, new Matrix(1 / RANGE, 0, 0, 1 / RANGE));
        }
    }
}