flash on 2011-3-18

by Ryogo_Quberey
♥0 | Line 88 | Modified 2011-03-19 00:13:33 | MIT License
play

ActionScript3 source code

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

package {
    import flash.display.BitmapData;
    import flash.geom.ColorTransform;
    import flash.display.Sprite;
    import flash.display.Bitmap;
    import flash.events.Event;
    import flash.events.MouseEvent;
    import frocessing.core.F5BitmapData2D;
    
    public class FlashTest extends Sprite {
        private var fb:F5BitmapData2D;
        private var ct:ColorTransform;
        private var vec:BitmapData;
        private var particles:Array;
        private var particleNum:uint = 50;
        private var size:Number = 465;        
        
        public function FlashTest() {
            // write as3 code here..
            fb = new F5BitmapData2D(size, size, false, 0);
            fb.colorMode("hsv", 1.0);
            addChild(new Bitmap(fb.bitmapData));
            ct = new ColorTransform(0.82, 0.82, 0.82);
            vec = new BitmapData(size, size, false, 0);
            reset();
            
            addEventListener(Event.ENTER_FRAME, enterframe);
            stage.addEventListener(MouseEvent.CLICK, reset);
        }
        private function reset(e:MouseEvent = null):void{
        var randomSD:int = Math.random()*0xFFFFFF;
        var colors:uint = BitmapDataChannel.RED | BitmapDataChannel.GREEN;
        vectormap.perlinNoise(size/2, size/2, 2, randomSD, false, true, colors);
        var c:uint;
        particles = new Array(particleNum);
        for(var i:int = 0; i<particleNum; i++){
            if(Math.random()>0.05)
            c = fb.color(0.95, 0.6+Math.random()*0.4, 0.5+Math.random()*0.5);
            else
            c = 0xffffff;
            particles[i] = new Particle(Math.random()*size, Math.random()*size, c);
        }
        fb.bitmapData.colorTransform(fb.bitmapData.rect, ct);
        
        /*private*/ function enterframe( e:Event ):void {
            //描画
            fb.beginDraw();
            for (var i:int = 0; i <particle_number; i++) {
                var p:Particle = particles[i];
                var x0:Number  = p.x;
                var y0:Number  = p.y;
                var vx0:Number = p.vx;
                var vy0:Number = p.vy;
                //加速度と速度の減衰
                p.ax *= 0.58;  p.ay *= 0.58;
                p.vx *= 0.84;  p.vy *= 0.84;
                //ベクトルマップのPixel値から加速度を算出
                var col:uint = vectormap.getPixel( p.x, p.y );
                p.ax += ( (col >> 16 & 0xff) - 128 )*0.02;
                p.ay += ( (col >> 8  & 0xff) - 128 )*0.02;
                //加速度から速度と位置を算出
                var x1:Number = p.x += p.vx += p.ax;
                var y1:Number = p.y += p.vy += p.ay;
                if ( p.x > size )  { p.x -= size; }
                else if ( p.x < 0 ){ p.x += size; }
                if ( p.y > size )  { p.y -= size; }
                else if ( p.y < 0 ){ p.y += size; }
                //線の描画
                var x2:Number = x1 + p.vy / 3;
                var y2:Number = y1 - p.vx / 3;
                var x3:Number = x0 + vy0 / 3;
                var y3:Number = y0 - vx0 / 3;
                fb.noStroke();
                fb.fill( p.color );
                fb.quad( x0, y0, x1, y1, x2, y2, x3, y3 );
                fb.stroke( 0, 0.1 );
                fb.line( x0, y0, x1, y1 );
                fb.line( x2, y2, x3, y3 );
            }
            fb.endDraw();
        }
        

            
            }
 
            
            
            
            
        
        }
        }
    

        class Particle{
            public var x:Number;
            public var y:Number;
            
            public var ax:Number = 0;
            public var ay:Number = 0;
            
            public var vx:Number = 0;
            public var vy:Number = 0;
            
            public var clr:uint;
            function Particle(px:Number, py:Number, col:uint){
                x=px;
                y=py;
                clr=col;
            }
        }