// 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 { /** * マウス判定をつけてみました * 参照: http://wonderfl.kayac.com/code/8e43498120fd4403504b7987f73d3274d12f1a42 * 2万パーティクル */ import flash.display.*; import flash.geom.*; import flash.events.*; import flash.utils.*; import flash.geom.*; import net.hires.debug.Stats; [SWF(backgroundColor="0")]; public class Liquid extends Sprite { private const NUM_PARTICLE:uint = 10000; private var bmpData:BitmapData = new BitmapData( 465, 465, false, 0x000000 ); private var forceMap:BitmapData = new BitmapData( 57, 57, false, 0x000000 ); private var randomSeed:uint = Math.floor( Math.random() * 0xFFFF ); private var particleList:Vector.<Particle> = new Vector.<Particle>(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 colorTransform:ColorTransform = new ColorTransform( 0.9, .85, .85, 1.0 ); private var timer:Timer; private var lastMouseX:Number = 0; private var lastMouseY:Number = 0; public function Liquid() { stage.align = StageAlign.TOP_LEFT; stage.scaleMode = StageScaleMode.NO_SCALE; stage.quality = StageQuality.LOW; stage.frameRate = 60; // 画面に表示用の Bitmap を作ります addChild(new Bitmap( bmpData )) as Bitmap; // フォースマップの初期化をおこないます forceMap.perlinNoise( 14, 14, 3, randomSeed, false, true, 1 | 2 | 0 | 0 ); // パーティクルを生成します for (var i:uint = 0; i < NUM_PARTICLE; i++) { var px:Number = Math.random() * 465; var py:Number = Math.random() * 465; particleList[i] = new Particle(px, py); } // 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 timer = new Timer(1000, 0); timer.addEventListener(TimerEvent.TIMER, resetFunc); timer.start(); // デバッグ用のスタッツを表示しています addChild(new Stats); } private function loop( e:Event ):void { bmpData.lock(); bmpData.colorTransform( rect, colorTransform ); var len:uint = particleList.length; var col:Number var sx:Number = 5000 * (mouseX - lastMouseX); var sy:Number = 5000 * (mouseY - lastMouseY); var dx:Number, dy:Number; var dist:Number; var mx:int = mouseX; var my:int = mouseY; for (var i:uint = 0; i < len; i++) { var dots:Particle = particleList[i]; // マウスの値を適用 dx = dots.px - mx; dy = dots.py - my; dist = dx * dx + dy * dy + 50; // ここ上手くやれば高速化できそう col = forceMap.getPixel( dots.px >> 3, dots.py >> 3); dots.ax += ( (col >> 16 & 0xff) - 128 ) * .0005; dots.ay += ( (col >> 8 & 0xff) - 128 ) * .0005; dots.vx += dots.ax; dots.vy += dots.ay; dots.px += dots.vx + sx / dist; dots.py += dots.vy + sy / dist; var _posX:Number = dots.px; var _posY:Number = dots.py; dots.ax *= .96; dots.ay *= .96; dots.vx *= .92; dots.vy *= .92; ( _posX > 465 ) ? dots.px = 0 : ( _posX < 0 ) ? dots.px = 465 : 0; ( _posY > 465 ) ? dots.py = 0 : ( _posY < 0 ) ? dots.py = 465 : 0; bmpData.setPixel( dots.px, dots.py, 0xffffff ); } bmpData.unlock(); lastMouseX = mouseX; lastMouseY = mouseY; } private function resetFunc(e:Event):void { forceMap.perlinNoise( 14, 14, 3, seed, false, true, 1|2|0|0, false, offset ); offset[0].x += 1.5; offset[1].y += 1.0; } } } class Particle { public var vx:Number = 0; public var vy:Number = 0; public var ax:Number = 0; public var ay:Number = 0; public var px:Number; public var py:Number; function Particle( px:Number, py:Number ) { this.px = px; this.py = py; } } Interactive Liquid 10000