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/**
* Neave Webcam // Swarm Fly
*
* Copyright (C) 2008 Paul Neave
* http://www.neave.com/
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation at http://www.gnu.org/licenses/gpl.html
*/
package com.neave.webcam.effects.motion
{
import flash.display.*;
import flash.filters.*;
final internal class SwarmFly extends Shape
{
private const MAX_BOREDOM:int = 10;
private const BOREDOM_TIME:int = 20;
private const MAX_DIST:int = 8000;
private const BORED_DIST:int = 30;
private var x0:Number;
private var y0:Number;
private var size:Number;
private var speed:Number;
private var boredom:int;
private var wobbleAngle:Number;
private var wobbleDist:Number;
private var wobbleStep:Number;
/**
* Creates a fly graphic to be used with the swarm effect
*
* @param x The starting position of the fly on the x-axis
* @param y The starting position of the fly on the y-axis
*/
public function SwarmFly(x:Number = 0, y:Number = 0, size:Number = 1)
{
this.x = x0 = x;
this.y = y0 = y;
this.size = size;
createFly();
}
/**
* Sets up the fly and its initial properties
*/
private function createFly():void
{
// This fly's movement speed and initial boredom threshold
speed = Math.random() * 20 + 10;
boredom = Math.floor(Math.random() * (MAX_BOREDOM + BOREDOM_TIME));
// This fly's wobbling amount as it flies
wobbleAngle = Math.random() * Math.PI;
wobbleDist = Math.random() * 2.5 + 0.5;
wobbleStep = evenRandom() * 2;
// Draw the fly shape, a black circle with a black glow
graphics.beginFill(0x000000);
graphics.drawCircle(0, 0, size);
filters = [ new GlowFilter(0x000000, 1, 6, 6, 2, 2, false, false) ];
cacheAsBitmap = true;
}
/**
* Generates a random number between -0.5 and 0.5
*/
private function evenRandom():Number
{
return Math.random() - 0.5;
}
/**
* Moves the fly towards the specified position
*
* @param x The position to move to on the x-axis
* @param y The position to move to on the y-axis
*/
internal function flyTo(x:int, y:int):void
{
var dx:int = this.x - x;
var dy:int = this.y - y;
if (boredom > MAX_BOREDOM || dx * dx + dy * dy > MAX_DIST)
{
// Fly around if the fly is too bored or too far away
this.x += (x0 - this.x) / speed;
this.y += (y0 - this.y) / speed;
// Flying around reduces boredom
if (boredom > 0) boredom--;
// Not bored any more, reset boredom threshold
if (boredom == MAX_BOREDOM) boredom = 0;
}
else if (x >=0 || y >= 0)
{
// Fly isn't bored yet so moves towards the motion
this.x += (x - this.x) / speed / 2;
this.y += (y - this.y) / speed / 2;
// Boredom increases until the fly is totally bored and flies off
if (boredom < MAX_BOREDOM) boredom++;
else
{
// Bored now, so fly away somewhere for a time
x0 = x + evenRandom() * BORED_DIST;
y0 = y + evenRandom() * BORED_DIST;
boredom = MAX_BOREDOM + Math.ceil(evenRandom() * BOREDOM_TIME);
}
}
// Wobble the fly's movement
wobbleAngle += wobbleStep;
this.x += Math.sin(wobbleAngle) * wobbleDist;
this.y += Math.cos(wobbleAngle / 3) * wobbleDist;
}
}
}
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