Particle Properties

by hemingway
an untitled fork, came across this nifty algorithm in the daily codes... nothing specifically planned but archiving this to learn from it later on
♥0 | Line 136 | Modified 2012-08-02 01:12:56 | MIT License
play

ActionScript3 source code

/**
 * Copyright hemingway ( http://wonderfl.net/user/hemingway )
 * MIT License ( http://www.opensource.org/licenses/mit-license.php )
 * Downloaded from: http://wonderfl.net/c/o0et
 */

/* -------------------------- *
 *       Untitled Fork        *
 *    "Particle Properties"   *
 *     TODO: Modify Math      *
 * -------------------------- */
package 
{
    import com.bit101.components.*;
    import flash.display.*;
    import flash.events.*;
    import flash.geom.*;
    
    [SWF ( width = 465, height = 465, frameRate = 60 )];
    public class Main extends Sprite 
    {
        private var _CANVAS:BitmapData = new BitmapData ( stage.stageWidth , stage.stageHeight , false , 0 ) ;
       
        private var _B0:PushButton ; 
        private var _B1:PushButton ; 
        private var _B2:PushButton ; 
        private var _B3:PushButton ; 
        private var _B4:PushButton ; 
        
        private var _CLICK:Boolean = false ;
        private var _COLOR:uint = 0x836034;
        private var _BX:int = 0 ;
        private var _BY:int = 0 ;

        public function Main():void {
            
            addChild ( new Bitmap ( _CANVAS ) ) ;
            
            _B0 = new PushButton ( this,  15 , 5, "ERASE" ) ;
            _B1 = new PushButton ( this, 125 , 5, "WALL" ) ;
            _B2 = new PushButton ( this, 235 , 5, "SAND" ) ;
            _B3 = new PushButton ( this, 345 , 5, "WATER" ) ;
            //_B4 = new PushButton ( this,  15 , 50, "REPORT" ) ;
            _B1.enabled = false ;
            
            _B0.addEventListener ( MouseEvent.CLICK , function ():void { _COLOR = 0x000000 ; _B0.enabled = false ; _B1.enabled = true  ; _B2.enabled = true  ; _B3.enabled = true  ; _B4.enabled = true ; } ) ;
            _B1.addEventListener ( MouseEvent.CLICK , function ():void { _COLOR = 0x836034 ; _B0.enabled = true  ; _B1.enabled = false ; _B2.enabled = true  ; _B3.enabled = true  ; _B4.enabled = true ; } ) ;
            _B2.addEventListener ( MouseEvent.CLICK , function ():void { _COLOR = 0xF7E779 ; _B0.enabled = true  ; _B1.enabled = true  ; _B2.enabled = false ; _B3.enabled = true  ; _B4.enabled = true ; } ) ;
            _B3.addEventListener ( MouseEvent.CLICK , function ():void { _COLOR = 0x80A2F0 ; _B0.enabled = true  ; _B1.enabled = true  ; _B2.enabled = true  ; _B3.enabled = false ; _B4.enabled = true ; } ) ;
            //_B4.addEventListener ( MouseEvent.CLICK , function ():void { _COLOR = 0x80F2F0 ; _B0.enabled = true  ; _B1.enabled = true  ; _B2.enabled = true  ; _B3.enabled = true ;  _B4.enabled = false ; } ) ;
            stage.addEventListener ( MouseEvent.MOUSE_DOWN , function ():void { _CLICK = true ; } ) ;
            stage.addEventListener ( MouseEvent.MOUSE_UP   , function ():void { _CLICK = false; } ) ;
            addEventListener ( Event.ENTER_FRAME , RUN ) ;
            
        }
        
        public function RUN ( e:Event ):void {
            
            _CANVAS.lock() ;
            
            ////////////////////////////////////
            for ( var I:int = 200 ; I < 250 ; ++ I ) {
                
                if ( Math.random() < .1 ) {
                    _CANVAS.setPixel ( I , 30 , 0xF7E779 ) ;
                }
                
            }
             for ( var IX:int = 0 ; IX < stage.stageWidth ; ++ IX ) {
                
                if ( Math.random() < .1/2 ) {
                    _CANVAS.setPixel ( IX , 30 , 0x80A2F0 ) ;
                }
                
            }
            
            ////////////////////////////////////
            if ( _CLICK && 60 < mouseY && 60 < _BY ) {
               
                for ( var J:int = 0 ; J < 20 ; ++ J ) {
                    var R:Number = J / 20 ;
                    _CANVAS.fillRect ( new Rectangle ( _BX * R + mouseX * ( 1 - R ) , _BY * R + mouseY * ( 1 - R ) , 5 , 5 ) , _COLOR ) ;
                }
                
            }
            _BX = mouseX ;
            _BY = mouseY ;
            
            ////////////////////////////////////
            for ( var X:int = 0 ; X < _CANVAS.width ; ++ X ) {
                
                for ( var Y:int = _CANVAS.height - 1 ; Y >= 0 ; -- Y ) {
                    
                    var C:uint = _CANVAS.getPixel ( X , Y ) ;
                    if ( C == 0 ) {
                        continue ;
                    }
                    
                    if ( C == 0xF7E779 ) {
                        
                        var T:uint ;
                        var TX:int ;
                        
                        {//落下
                            T = _CANVAS.getPixel ( X , Y + 1 ) ;
                            if ( T == 0 ) {
                                _CANVAS.setPixel ( X , Y     , T ) ;
                                _CANVAS.setPixel ( X , Y + 1 , C ) ;
                                continue ;
                            }
                            
                            //水より砂の方が重い,適当な確率で場所の置換を許す。
                            if ( T == 0x80A2F0 && Math.random() < .5 ) {
                                _CANVAS.setPixel ( X , Y     , T ) ;
                                _CANVAS.setPixel ( X , Y + 1 , C ) ;
                                continue ;
                            }
                        }
                        
                        {//左右移動
                            TX = X + Math.floor ( Math.random() * 7 ) - 3 ;
                            T = _CANVAS.getPixel ( TX , Y ) ;
                            if ( T == 0 ) {
                                _CANVAS.setPixel (  X , Y , T ) ;
                                _CANVAS.setPixel ( TX , Y , C ) ;
                                continue ;
                            }
                            
                            //水より砂の方が重い,適当な確率で場所の置換を許す。
                            if ( T == 0x80A2F0 && Math.random() < .8 ) {
                                _CANVAS.setPixel (  X , Y , T ) ;
                                _CANVAS.setPixel ( TX , Y , C ) ;
                                continue ;
                            }
                            if ( T == 0x80f2F0 && Math.random() < .8 ) {
                                _CANVAS.setPixel (  X , Y , T) ;
                                _CANVAS.setPixel (  TX , Y , C) ;
                                continue ;
                            }
                        }
                        
                    }
                    
                    if ( C == 0x80A2F0 ) {
                        
                        {//落下
                            T = _CANVAS.getPixel ( X , Y + 1 ) ;
                            if ( T == 0 ) {
                                _CANVAS.setPixel ( X , Y     , T ) ;
                                _CANVAS.setPixel ( X , Y + 1 , C ) ;
                                continue ;
                            }
                        }
                        
                        {//左右移動
                            TX = X + Math.floor ( Math.random() * 7 ) - 3 ;
                            T = _CANVAS.getPixel ( TX , Y ) ;
                            if ( T == 0 ) {
                                _CANVAS.setPixel (  X , Y , T ) ;
                                _CANVAS.setPixel ( TX , Y , C ) ;
                                continue ;
                            }
                        }
                            if ( T == 0x80f2F0 && Math.random() < .8 ) {
                                _CANVAS.setPixel (  X , Y , T) ;
                       
                                continue ;
                            }
                    if ( C == 0x80F2F0 ) {
    
                        {//左右移動
                            TX = X + Math.floor ( Math.random() * 7 ) - 3 ;
                            T = _CANVAS.getPixel ( TX , Y ) ;
                            if ( T == 0 ) {
                                _CANVAS.setPixel (  X , Y , T ) ;
                                _CANVAS.setPixel ( TX , Y , C ) ;
                                continue ;
                            }
                        }
                    }
                }
            }

            _CANVAS.unlock() ;
            
        }
        
    }
    
}
}