Actionscript:
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const TWO_PI:Number = Math.PI * 2;
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var boxNum:int = 3000;
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var pointNum:int = boxNum * 10;
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var rot:Vector.<Number> = new Vector.<Number>();
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var posX:Vector.<Number> = new Vector.<Number>();
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var posY:Vector.<Number> = new Vector.<Number>();
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var velX:Vector.<Number> = new Vector.<Number>();
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var velY:Vector.<Number> = new Vector.<Number>();
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var scale:Vector.<Number> = new Vector.<Number>();
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var rotSpeed:Vector.<Number> = new Vector.<Number>();
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var geometry:Vector.<Number> = new Vector.<Number>();
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var cmds:Vector.<int> = new Vector.<int>();
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var stageWidth:Number = stage.stageWidth;
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var stageHeight:Number = stage.stageHeight;
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populateGeom();
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function populateGeom():void{
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for (var i:int = 0; i<pointNum; i+=10){
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posX.push(Math.random() * stageWidth);
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posY.push(Math.random() * stageHeight);
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velX.push(Math.random()*4 - 2);
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velY.push(Math.random()*4 - 2);
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scale.push(Math.random() * 1 + .2);
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rot.push(Math.random() * TWO_PI);
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rotSpeed.push(Math.random() * 0.2 - 0.1);
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geometry[i] = 0;
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geometry[i + 1] = 0;
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cmds.push(1);
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geometry[i + 2] = 0;
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geometry[i + 3] = 0;
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cmds.push(2);
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geometry[i + 4] = 0;
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geometry[i + 5] = 0;
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cmds.push(2);
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geometry[i + 6] = 0;
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geometry[i + 7] = 0;
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cmds.push(2);
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geometry[i + 8] = 0;
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geometry[i + 9] = 0;
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cmds.push(2);
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}
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}
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function run():void{
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var inc:int = 0;
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var xt:Number, yt:Number, s:Number, r:Number, rs:Number;
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var cos:Number, sin:Number;
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var cosN:Number, cosP:Number, sinN:Number, sinP:Number;
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for (var i:int = 0; i<pointNum; i+=10){
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xt = posX[inc] += velX[inc];
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yt = posY[inc] += velY[inc];
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if (xt <0 || xt> stageWidth){
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velX[inc] *= -1;
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}
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if (yt <0 || yt> stageHeight){
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velY[inc] *= -1;
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}
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s = scale[inc];
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r = rot[inc] += rotSpeed[inc];
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inc++;
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cos = Math.cos(r);
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sin = Math.sin(r);
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cosN = -10 * cos;
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cosP = 10 * cos
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sinN = -10 * sin;
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sinP = 10 * sin;
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geometry[i] = xt + (cosN - sinN) * s;
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geometry[i + 1] = yt + (cosN + sinN) * s;
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geometry[i + 2] = xt + (cosP - sinN) * s;
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geometry[i + 3] = yt + (cosN + sinP) * s;
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geometry[i + 4] = xt + (cosP - sinP) * s;
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geometry[i + 5] = yt + (cosP + sinP) * s;
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geometry[i + 6] = xt + (cosN - sinP) * s;
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geometry[i + 7] = yt + (cosP + sinN) * s;
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geometry[i + 8] = geometry[i];
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geometry[i + 9] = geometry[i + 1];
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}
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}
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addEventListener(Event.ENTER_FRAME, onLoop);
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function onLoop(evt:Event):void {
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run();
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graphics.clear();
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graphics.beginFill(0x000000);
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graphics.drawPath(cmds, geometry,GraphicsPathWinding.NON_ZERO);
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graphics.endFill();
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}
I was messing with drawPath() today and did this snippet as a sort of performance test... the code isn't fully optimized but it's clear that drawPath() is rather fast. I wish that there were beginFill() and lineStyle() drawing commands that worked with it though... oh yeah, that's what IGraphicsData is for...