// 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、高速化しないと遅いという比較デモ * 矢印 500個 * @author Yasu */ import flash.display.*; import flash.geom.*; import flash.events.*; import flash.utils.*; import flash.geom.*; import net.hires.debug.Stats; [SWF(width="465", height="465", backgroundColor="0xFFFFFF")] public class MainGr extends Sprite { private const NUM_PARTICLE:uint = 500; 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(); public function MainGr() { 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(); // パーティクルを生成します for (var i:int = 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; arrow.rotation = - Math.atan2((_posX - oldX), (_posY - oldY)) * 180 / Math.PI + 90; arrow.ax *= .96; arrow.ay *= .96; arrow.vx *= .92; arrow.vy *= .92; ( _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 Sprite { 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; graphics.beginFill(0xFFFFFF, 1); graphics.lineStyle(1, 0x0); graphics.moveTo(2, 4); graphics.lineTo(8, 4); graphics.lineTo(8, 0); graphics.lineTo(20, 7); graphics.lineTo(8, 14); graphics.lineTo(8, 10); graphics.lineTo(2, 10); graphics.lineTo(2, 4); } } シェイプだけだともっさりするよ