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Dead Code Preservation :: Archived AS3 works from wonderfl.net

forked from: 炎のアニメーション

borrowed some code from psyark's BumpyPlanet:
http://wonderfl.kayac.com/code/d79cd85845773958620f42cb3e6cb363c2020c73
// forked from XELF's 炎のアニメーション
// forked from Nao_u's 煙のアニメーション
// forked from Nao_u's forked from: Peak beta 1
// forked from shaktool's Peak beta 1
// forked from shaktool's Peak
// borrowed some code from psyark's BumpyPlanet:
// http://wonderfl.kayac.com/code/d79cd85845773958620f42cb3e6cb363c2020c73

package {
  import flash.display.*;
  import flash.events.*;
  import flash.filters.*;
  import flash.geom.*;
  import flash.text.*;
  import flash.utils.*;

  [SWF(width=465, height=465, frameRate=60, backgroundColor=0x000000)]
  public class Peak extends Sprite {
    private var maskMap:BitmapData = new BitmapData(230,230,false,0);
    private var heightMap:BitmapData = new BitmapData(230,230,false,0);
    private var pos: Bitmap = new Bitmap(heightMap);
    private var pos2: Bitmap = new Bitmap(maskMap);
    private var palette: Array = new Array(256);
    public var Tbl:Array = new Array;

    public static function Clamp(value:Number):Number {
        if (value < 0) return 0;
        if (value > 255) return 255;
        return value;
    }
    public function Peak() {
        stage.addEventListener(Event.ENTER_FRAME, generate); 
            
        Tbl[0] = new Point;
        Tbl[1] = new Point;
        Tbl[2] = new Point;
        Tbl[3] = new Point;

        // 下地
        pos.scaleX = 2.0;
        pos.scaleY = 2.0;
        addChild(pos);

        // マスク
        pos2.scaleX = 2.0;
        pos2.scaleY = 2.0;
        pos2.blendMode = "add";
        addChild(pos2);

      // カラー変換テーブル
      var v:Number;
      for (var i:int = 0; i < 256; i++) {
        v = (i + 48) * 2.5 - 350;
        v += 48;
        var R:Number = Clamp(v * 3.0);
        var G:Number = Clamp(v * 1.5);
        var B:Number = Clamp(v);
      	palette[i] = (R << 16) + (G << 8) + B;
      }

        // マスクの生成
        maskMap.perlinNoise(1,1,4,0,true,true, 4, true);

        var col:int, r:int, g:int, b:int;        
        var mul:Number, dx:Number, dy:Number, dist:Number;
        var radius:Number = 130;
        for (var x:int = 0; x < 230; x++) { 
            for (var y:int = 0; y < 230; y++) { 
                dx = Math.abs(115-x);
                dy = Math.abs(115-y);
                dist = Math.sqrt( dx*dx + dy*dy );
                if( dist > radius ) dist = radius;
                mul = (radius - dist) / radius;
                col = maskMap.getPixel(x,y);
                r = (col >> 16) & 0xff;
                g = (col >> 8) & 0xff;
                b = col & 0xff;
                r = r * 1.50 + 1024 * mul * mul;
                g = g * 0.75 + 1024 * mul * mul;
                b = b * 0.50 + 1024 * mul * mul;
                if( r > 255 ) r = 255;
                if( g > 255 ) g = 255;
                if( b > 255 ) b = 255;
                r *= mul;
                g *= mul;
                b *= mul;
                col = (r<<16) + (g<<8) + b;
                maskMap.setPixel(x,y, col);
            }
        }
    }
    public function generate(event: Event): void {
      // それぞれのレイヤーのスクロール速度
      Tbl[0].x += 0.5;
      Tbl[0].y += 1.35;
      Tbl[1].x += -0.35;
      Tbl[1].y += 2.05;
      Tbl[2].x +=-0.05;
      Tbl[2].y += 1.125;
      Tbl[3].x += 0.1;
      Tbl[3].y += 2.455;
      heightMap.perlinNoise(40,80,4,0,true,true, 4, false, Tbl);
      
      // solarize:
      heightMap.paletteMap(heightMap, new Rectangle(0,0,heightMap.width,heightMap.height), new Point(0,0), null, null, palette, null);
      
    }
  }
}