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bitmap高速化
BitmapData矢印がいっぱいなんだけど、高速なデモ 矢印 1000個
Speed
パーティクルhayai
高速化はやい
bitmapdata高速BitmapDataで配列にすると高速なのか〜
Amazing
BitmapData最適化最適化の勉強
矢印いっぱい見た目も楽しいです
particlebitmapdataすばらしーです
BitmapDataで配列に格納すると高速化するよ forked from: 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.utils.*;
- import flash.geom.*;
- import flash.filters.*;
- import net.hires.debug.Stats;
- [SWF(width="465", height="465", backgroundColor="0xFFFFFF" , rate="60")]
- public class Main extends Sprite {
- private const NUM_PARTICLE:uint = 1000;
- private const H:Number = 465;
- private const W:Number = 465;
- private var forceMap:BitmapData = new BitmapData( W, H, false, 0x000000 );
- private var particleList:Vector.<Arrow> = new Vector.<Arrow>(NUM_PARTICLE, true);
- private var rotArr:BitmapData ;
- private var world:Sprite = new Sprite();
- private var muse:Point;
- public function Main() {
- addChild(world);
- world.addChild(new Bitmap(forceMap));
- resetFunc();
- // 矢印をプレレンダリング
- var dummy:Sprite = new Sprite();
- dummy.graphics.beginFill(0xFFFFFF, 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 matrix:Matrix;
- matrix = new Matrix();
- matrix.translate( -11, -11);
- matrix.rotate(0);
- matrix.translate( 11, 11);
- rotArr = new BitmapData(22, 22, true, 0x0);
- rotArr.draw(dummy, matrix);
- // 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() * H;
- var py:Number = Math.random() * W;
- particleList[i] = new Arrow(px, py,W,H);
- particleList[i].bitmapData = rotArr;
- world.addChild(particleList[i]);
- }
- museinit()
- addChild(new Stats);
- addEventListener( Event.ENTER_FRAME, loop );
- }
- //loop
- 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];
- col = forceMap.getPixel( arrow.x , arrow.y );
- arrow.update(
- ((col & 0xff) - 0x80 ) * .0005 ,
- ((col >> 8 & 0xff) - 0x80 ) * .0005);
- }
- }
- private function museinit():void{
- stage.addEventListener(MouseEvent.MOUSE_MOVE,mouseMove);
- stage.addEventListener(MouseEvent.MOUSE_UP,mouseUp);
- stage.addEventListener(Event.MOUSE_LEAVE,mouseLeave);
- stage.addEventListener(MouseEvent.MOUSE_DOWN,mouseDown);
- }
- private var mouseDownSt:Boolean=false;
- private function mouseDown( e:MouseEvent ):void {mouseDownSt=true;}
- private function mouseUp( e:MouseEvent ):void {mouseDownSt=false;}
- private function mouseLeave( e:Event ):void {mouseDownSt=false;}
- private var rect:Rectangle=new Rectangle(0,0,10,10);
- private var filter:BlurFilter=new BlurFilter(4,4,10);
- private function mouseMove( e:MouseEvent ):void {
- if(mouseDownSt){
- rect.x=mouseX;
- rect.y=mouseY;
- forceMap.setPixel(mouseX,mouseY,0x0)
- //forceMap.generateFilterRect(rect,filter);
- }
- }
- //noise reset
- private function resetFunc(e:Event = null):void{
- forceMap.perlinNoise(W,H,30, Math.floor( Math.random() * 0xFFFFFF ), false, true, 6, false, null);
- }
- }
- }
- import flash.display.*;
- class Arrow extends Bitmap
- {
- public var mx:Number = 0;
- public var my:Number = 0;
- public var vx:Number = 0;
- public var vy:Number = 0;
- public var ax:Number = 0;
- public var ay:Number = 0;
- public function Arrow( x:Number, y:Number,mx:Number,my:Number) {this.x = x;this.y = y;this.mx = mx;this.my = my;}
- public function update(aax:Number,aay:Number):void{
- ax += aax;
- ay += aay;
- vx += ax;
- vy += ay;
- x += vx;
- y += vy;
- ( x > mx ) ? x = 0 :( x < 0 ) ? x = mx : 0;
- ( y > my ) ? y = 0 :( y < 0 ) ? y = my : 0;
- ax *= .95;
- ay *= .95;
- vx *= .90;
- vy *= .90;
- }
- }
BitmapDataで配列に格納すると高速化するよ forked from: BitmapDataで配列に格納すると高速化するよ
- // 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.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 = 300;
- private const ROT_STEPS:int = 120;
- 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, 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(0xFFFFFF, 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 matrix:Matrix;
- var i:int = ROT_STEPS;
- while (i--)
- {
- matrix = new Matrix();
- matrix.translate( -11, -11);
- matrix.rotate( ( 360 / ROT_STEPS * i )* Math.PI / 180);
- matrix.translate( 11, 11);
- rotArr[i] = new BitmapData(22, 22, true, 0x0);
- rotArr[i].draw(dummy, 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;
- 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);
- arrow.rot += (angle - arrow.rot) * 0.2;
- arrow.bitmapData = rotArr[arrow.rot];
- 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;
- }
- }
BitmapDataで配列に格納すると高速化するよ forked from: BitmapDataで配列に格納すると高速化するよ
- // 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.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 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, 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(0xFFFFFF, 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 matrix:Matrix;
- var i:int = ROT_STEPS;
- while (i--)
- {
- matrix = new Matrix();
- matrix.translate( -11, -11);
- matrix.rotate( ( 360 / ROT_STEPS * i )* Math.PI / 180);
- matrix.translate( 11, 11);
- rotArr[i] = new BitmapData(22, 22, true, 0x0);
- rotArr[i].draw(dummy, 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;
- 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);
- arrow.rot += (angle - arrow.rot) * 0.2;
- arrow.bitmapData = rotArr[arrow.rot];
- 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;
- }
- }
BitmapDataで配列に格納すると高速化するよ forked from: BitmapDataで配列に格納すると高速化するよ
- // 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.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 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, 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(0xFFFFFF, 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 matrix:Matrix;
- var i:int = ROT_STEPS;
- while (i--)
- {
- matrix = new Matrix();
- matrix.translate( -11, -11);
- matrix.rotate( ( 360 / ROT_STEPS * i )* Math.PI / 180);
- matrix.translate( 11, 11);
- rotArr[i] = new BitmapData(22, 22, true, 0x0);
- rotArr[i].draw(dummy, 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;
- 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);
- arrow.rot += (angle - arrow.rot) * 0.2;
- arrow.bitmapData = rotArr[arrow.rot];
- 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;
- }
- }
BitmapDataで配列に格納すると高速化するよ forked from: BitmapDataで配列に格納すると高速化するよ
- // 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.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 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, 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(0xFFFFFF, 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 matrix:Matrix;
- var i:int = ROT_STEPS;
- while (i--)
- {
- matrix = new Matrix();
- matrix.translate( -9, -9);
- matrix.rotate( (180 / ROT_STEPS * i )* Math.PI / 90);
- matrix.translate( 9, 9);
- rotArr[i] = new BitmapData(18, 18, 0x0, 0x0);
- rotArr[i].draw(dummy, 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;
- 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);
- arrow.rot += (angle - arrow.rot) * 0.2;
- arrow.bitmapData = rotArr[arrow.rot];
- 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;
- }
- }
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