/** * Copyright nemu90kWw ( http://wonderfl.net/user/nemu90kWw ) * MIT License ( http://www.opensource.org/licenses/mit-license.php ) * Downloaded from: http://wonderfl.net/c/cj1y */ // forked from nemu90kWw's BitmapData直描きにすれば残像付きでも超軽いよ // forked from nemu90kWw's 画像をトリミングしてみた(中心点未調整) // forked from keno42's ちょっと変えたけどそんなに速くならなかった // forked from keno42's forked from: forked from: 速度比較したら一個前の方法が速かったっぽい // forked from keno42's forked from: 速度比較したら一個前の方法が速かったっぽい // forked from keno42's 速度比較したら一個前の方法が速かったっぽい // forked from bkzen's forked from: 色と透明度もいれてみた。こんなのどうだろバージョン // forked from bkzen's 色と透明度もいれてみた。速度向上したらいいなばーじょん // forked from keno42's 角度計算修正、色と透明度もいれてみた。重ね順ソートが重い。 // forked from bkzen's forked from: BitmapDataで配列に格納すると高速化するよ(角度修正) // forked from clockmaker's BitmapDataで配列に格納すると高速化するよ // 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 { // いっぱいあるように見えるよ!! // 画面クリックでフルスクリーンになります。 import flash.display.*; [SWF(width="465", height="465", backgroundColor="0x0", frameRate="90")] public class Root extends Sprite { function Root() { stage.quality = StageQuality.LOW; addChild(new Main()); } } } import flash.display.*; import flash.geom.*; import flash.events.*; import flash.filters.*; const ROT_STEPS:int = 128; const ALPHA_STEPS:int = 20; var rotArr:Vector. = new Vector.(ROT_STEPS * ALPHA_STEPS, true); var stageWidth:int, stageHeight:int; class Main extends Sprite { private const NUM_PARTICLE:int = 1000; private const NUM_BUFFER:int = 8; private var buffers:Vector. = new Vector.(NUM_BUFFER, true); private var buffer_index:int; private var screen:Bitmap = new Bitmap(new BitmapData(465, 465, false, 0)); private var particleList:Array = []; private var forceMap:BitmapData; private var seed:Number; private var offset:Array; function Main() { var i:int, j:int, k:int; // 矢印をプレレンダリング var dummy:Sprite = new Sprite(); var dummyBg:Sprite = new Sprite(); var dummyHolder:Sprite = new Sprite(); dummy.graphics.beginFill(0xFFFFFF, 1); dummy.graphics.lineStyle(1, 0x003399, 1); dummy.graphics.drawPath(Vector.([1,2,2,2,2,2,2,2]), Vector.([-9,-7,-3,-7,-3,-11,9,-4,-3,3,-3,-1,-9,-1,-9,-7])); dummyBg.graphics.beginFill(0x0, 1); dummyBg.graphics.lineStyle(1, 0x0, 1); dummyBg.graphics.drawPath(Vector.([1,2,2,2,2,2,2,2]), Vector.([-9,-7,-3,-7,-3,-11,9,-4,-3,3,-3,-1,-9,-1,-9,-7])); dummyHolder.addChild(dummyBg); dummyHolder.addChild(dummy); var temp:BitmapData; var rect:Rectangle; var matrix:Matrix = new Matrix(); j = ALPHA_STEPS; while(j--) { i = ROT_STEPS; k = j * ROT_STEPS; dummy.alpha = j / (ALPHA_STEPS-1); dummy.filters = dummyBg.filters = [new BlurFilter(4.0*(1.0 - j / (ALPHA_STEPS-1)),4.0*(1.0 - j / (ALPHA_STEPS-1)),3)]; while (i--) { matrix.identity(); matrix.rotate( ( 360 / ROT_STEPS * i )* Math.PI / 180); matrix.translate(11, 11); temp = new BitmapData(22, 22, true, 0x0); temp.draw(dummyHolder, matrix); rotArr[i+k] = new DisplayImage(temp, 11, 11); } } // ループ処理 addEventListener(Event.ENTER_FRAME, loop); addEventListener(MouseEvent.CLICK, stageClick); init(465, 465); } private function init(width:int, height:int):void { stageWidth = width; stageHeight = height; var i:int; // フォースマップの初期化をおこないます forceMap = new BitmapData(width >> 2, height >> 2, false, 0x000000); seed = Math.floor( Math.random() * 0xFFFF ); offset = [new Point(), new Point()]; // バッファを生成します for (i = 0; i < NUM_BUFFER; i++) { buffers[i] = new BitmapData(width, height, false, 0); } // パーティクルを生成します for (i = 0; i < NUM_PARTICLE; i++) { particleList[i] = new Arrow(Math.random() * width, Math.random() * height); } screen.bitmapData = buffers[0]; buffer_index = 0; addChild(screen); } private function loop(e:Event):void { var len:int = particleList.length; var arrow:Arrow; var buffer:BitmapData = screen.bitmapData = buffers[buffer_index]; offset[0].x += 0.6; offset[1].y += 0.3; forceMap.perlinNoise(forceMap.width >> 1, forceMap.height >> 1, 2, seed, false, true, 6, false, offset); buffer.lock(); buffer.colorTransform(buffer.rect, new ColorTransform(1, 1, 1, 1, -6, -12, -12, 0)); particleList.sortOn("speed", Array.NUMERIC); for (var i:int = 0; i < len; i++) { arrow = particleList[i]; arrow.step(forceMap.getPixel(arrow.x >> 2, arrow.y >> 2)); buffer.copyPixels(arrow.img.bmp, arrow.img.bmp.rect, new Point(arrow.x-arrow.img.cx, arrow.y-arrow.img.cy)); } buffer.unlock(); buffer_index++; if(buffer_index >= NUM_BUFFER) {buffer_index = 0;} } private function stageClick(e:MouseEvent):void { switch(stage.displayState) { case StageDisplayState.NORMAL: stage.fullScreenSourceRect = new Rectangle(0, 0, 640, 480); init(640, 480); stage.displayState = StageDisplayState.FULL_SCREEN; return; case StageDisplayState.FULL_SCREEN: default: init(465, 465); stage.displayState = StageDisplayState.NORMAL; return; } } } class DisplayImage { public var bmp:BitmapData; public var rect:Rectangle; public var cx:int, cy:int; function DisplayImage(bmp:BitmapData, cx:int, cy:int) { this.bmp = bmp; this.rect = bmp.rect; this.cx = cx; this.cy = cy; trimming(); } private function trimming():void { var rect:Rectangle = bmp.getColorBoundsRect(0xFF000000, 0x00000000); var temp:BitmapData = new BitmapData(rect.width, rect.height, true, 0x00000000); cx -= rect.x; cy -= rect.y; temp.copyPixels(bmp, rect, new Point(0, 0)); bmp = temp; } } class Arrow { public var img:DisplayImage; public var x:int, y:int; public var vx:Number = 0, vy:Number = 0, ax:Number = 0, ay:Number = 0; public var rot:int = 0, speed:int = 0; private const MULTIPLY:Number = 64 / Math.PI; function Arrow(x:int, y:int) { this.x = x; this.y = y; } public function step(col:uint):void { ax += ( (col & 0xff) - 0x80 ) * .0005; ay += ( (col >> 8 & 0xff) - 0x80 ) * .0005; vx += ax; vy += ay; x += vx; y += vy; rot = (128 + Math.atan2( vy, vx )* MULTIPLY) & 127; speed = Math.min(ALPHA_STEPS-1, (vx*vx + vy*vy)); img = rotArr[rot + ROT_STEPS * speed]; ax *= .96; ay *= .96; vx *= .92; vy *= .92; ( x > stageWidth ) ? x = 0 : ( x < 0 ) ? x = stageWidth : 0; ( y > stageHeight ) ? y = 0 : ( y < 0 ) ? y = stageHeight : 0; } }