// 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 { /** * 矢印がいっぱいなんだけど、高速なデモ * 画質はディフォルトの StageQuality.HIGH で * 矢印 1000個 * @author Yasu */ import flash.display.*; import flash.geom.*; import flash.events.*; import flash.filters.*; import flash.utils.*; import flash.geom.*; import net.hires.debug.Stats; [SWF(width="465", height="465", backgroundColor="0xFFFFFF")] public class Main extends Sprite { private const NUM_PARTICLE:uint = 1000; private const ROT_STEPS:int = 120; private const ALPHA_STEPS:int = 10; private var forceMap:BitmapData = new BitmapData( 233, 233, false, 0x000000 ); private var randomSeed:uint = Math.floor( Math.random() * 0xFFFF ); private var particleList:Vector.<Arrow> = new Vector.<Arrow>(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 timer:Timer; private var world:Sprite = new Sprite(); private var rotArr:Vector.<BitmapData> = new Vector.<BitmapData>(ROT_STEPS * ALPHA_STEPS, true); public function Main() { stage.align = StageAlign.TOP_LEFT; stage.scaleMode = StageScaleMode.NO_SCALE; stage.frameRate = 60; addChild(world); // フォースマップの初期化をおこないます resetFunc(); // 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 var timer:Timer = new Timer(1000) timer.addEventListener(TimerEvent.TIMER, resetFunc); timer.start(); // 矢印をプレレンダリング var dummy:Sprite = new Sprite(); dummy.graphics.beginFill(0xFF4444, 1); dummy.graphics.lineStyle(1, 0x0, 1); dummy.graphics.moveTo(2, 4); dummy.graphics.lineTo(8, 4); dummy.graphics.lineTo(8, 0); dummy.graphics.lineTo(20, 7); dummy.graphics.lineTo(8, 14); dummy.graphics.lineTo(8, 10); dummy.graphics.lineTo(2, 10); dummy.graphics.lineTo(2, 4); var dummyBg:Sprite = new Sprite(); dummyBg.graphics.beginFill(0x4444FF, 0.5); dummyBg.graphics.lineStyle(1, 0x0, 1); dummyBg.graphics.moveTo(2, 4); dummyBg.graphics.lineTo(8, 4); dummyBg.graphics.lineTo(8, 0); dummyBg.graphics.lineTo(20, 7); dummyBg.graphics.lineTo(8, 14); dummyBg.graphics.lineTo(8, 10); dummyBg.graphics.lineTo(2, 10); dummyBg.graphics.lineTo(2, 4); var dummyHolder:Sprite = new Sprite(); dummyHolder.addChild(dummyBg); dummyHolder.addChild(dummy); var matrix:Matrix; var j:int = ALPHA_STEPS; while(j--){ var i:int = ROT_STEPS; var k:int = j * ROT_STEPS; var sp: Sprite = new Sprite(); world.addChild(sp); // 忘れがちだけどこれ入れるだけでマウスが乗った時の重さが違う sp.mouseChildren = sp.mouseEnabled = false; dummy.alpha = j / (ALPHA_STEPS-1); dummyBg.filters = [new BlurFilter(4.0*(1.0 - j / (ALPHA_STEPS-1)),4.0*(1.0 - j / (ALPHA_STEPS-1)))]; dummy.filters = [new BlurFilter(4.0*(1.0 - j / (ALPHA_STEPS-1)),4.0*(1.0 - j / (ALPHA_STEPS-1)))]; while (i--) { matrix = new Matrix(); matrix.translate( -11, -11); matrix.rotate( ( 360 / ROT_STEPS * i )* Math.PI / 180); matrix.translate( 11, 11); rotArr[i+k] = new BitmapData(22, 22, true, 0x0); rotArr[i+k].draw(dummyHolder, matrix); } } // パーティクルを生成します for (i = 0; i < NUM_PARTICLE; i++) { var px:Number = Math.random() * 465; var py:Number = Math.random() * 465; particleList[i] = new Arrow(px, py); world.addChild(particleList[i]); } // 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 { var len:uint = particleList.length; var col:Number; for (var i:uint = 0; i < len; i++) { var arrow:Arrow = particleList[i]; var oldX:Number = arrow.x; var oldY:Number = arrow.y; col = forceMap.getPixel( arrow.x >> 1, arrow.y >> 1); arrow.ax += ( (col & 0xff) - 0x80 ) * .0005; arrow.ay += ( (col >> 8 & 0xff) - 0x80 ) * .0005; arrow.vx += arrow.ax; arrow.vy += arrow.ay; arrow.x += arrow.vx; arrow.y += arrow.vy; var _posX:Number = arrow.x; var _posY:Number = arrow.y; // rot成分 var rot:Number = - Math.atan2((_posX - oldX), (_posY - oldY)) * 180 / Math.PI + 90; var angle:int = rot / 360 * ROT_STEPS | 0; // Math.absの高速化ね // angle = (angle ^ (angle >> 31)) - (angle >> 31); // angle = (angle + 130) & 119; // (angle + 130) % 120 の高速化 // ↑これ & 2^n-1 になるときでないと使えないと思う angle = (angle + 130) % 120; arrow.rot += (angle - arrow.rot) * 0.2; // alpha成分 var speed:int = (arrow.vx*arrow.vx + arrow.vy*arrow.vy) >> 1; // *0.5 speed = Math.min(ALPHA_STEPS-1, speed); arrow.bitmapData = rotArr[arrow.rot + ROT_STEPS * speed]; // speedに応じてソート。これが重い // こんなのはどうだろう? Sprite(world.getChildAt(speed)).addChild(arrow); arrow.ax *= .96; arrow.ay *= .96; arrow.vx *= .92; arrow.vy *= .92; // あと配置座標を整数化しておきます arrow.x = arrow.x | 0; arrow.y = arrow.y | 0; ( _posX > 465 ) ? arrow.x = 0 : ( _posX < 0 ) ? arrow.x = 465 : 0; ( _posY > 465 ) ? arrow.y = 0 : ( _posY < 0 ) ? arrow.y = 465 : 0; } } private function resetFunc(e:Event = null):void{ forceMap.perlinNoise(117, 117, 3, seed, false, true, 6, false, offset); offset[0].x += 1.5; offset[1].y += 1; seed = Math.floor( Math.random() * 0xFFFFFF ); } } } import flash.display.*; class Arrow extends Bitmap { public var rot:int = 0; public var vx:Number = 0; public var vy:Number = 0; public var ax:Number = 0; public var ay:Number = 0; function Arrow( x:Number, y:Number) { this.x = x; this.y = y; } } 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