DotLight [Blue]
//////////////////////////////////////////////////////////////////////////////
[AS3.0] ドットの光 (6)
http://www.project-nya.jp/modules/weblog/details.php?blog_id=1095
//////////////////////////////////////////////////////////////////////////////
/**
* Copyright ProjectNya ( http://wonderfl.net/user/ProjectNya )
* MIT License ( http://www.opensource.org/licenses/mit-license.php )
* Downloaded from: http://wonderfl.net/c/3lDU
*/
// forked from ProjectNya's DotLight
////////////////////////////////////////////////////////////////////////////////
// [AS3.0] ドットの光 (6)
// http://www.project-nya.jp/modules/weblog/details.php?blog_id=1095
////////////////////////////////////////////////////////////////////////////////
package {
import flash.display.Sprite;
import flash.geom.Rectangle;
[SWF(backgroundColor="#000000", width="465", height="465", frameRate="30")]
public class Main extends Sprite {
private var light:DotLight;
public function Main() {
Wonderfl.capture_delay(60);
init();
}
private function init():void {
graphics.beginFill(0x000000);
graphics.drawRect(0, 0, 465, 465);
graphics.endFill();
light = new DotLight(new Rectangle(0, 0, 465, 465));
addChild(light);
light.start();
}
}
}
import flash.display.Sprite;
import flash.display.Bitmap;
import flash.display.BitmapData;
import flash.display.PixelSnapping;
import flash.display.BlendMode;
import flash.geom.Matrix;
import flash.geom.Rectangle;
import flash.geom.Point;
import flash.geom.ColorTransform;
import flash.filters.BlurFilter;
import flash.events.Event;
import flash.utils.getTimer;
class DotLight extends Sprite {
private var rect:Rectangle;
private var canvas:BitmapData;
private var map:BitmapData;
private var sparkle:BitmapData;
private var afterglow:BitmapData;
private static var scale:uint = 4;
private var aMatrix:Matrix;
private var colorTrans:ColorTransform;
private var blur:BlurFilter;
private var sMatrix:Matrix;
private var offsets:Array;
private var seed:uint;
private var light:EmitLight;
public function DotLight(r:Rectangle) {
rect = r;
init();
}
private function init():void {
afterglow = new BitmapData(rect.width*2/scale, rect.height*2/scale, false, 0xFF000000);
var aBitmap:Bitmap = new Bitmap(afterglow, PixelSnapping.AUTO, true);
aBitmap.scaleX = aBitmap.scaleY = scale/2;
addChild(aBitmap);
canvas = new BitmapData(rect.width, rect.height, true, 0x00000000);
var cBitmap:Bitmap = new Bitmap(canvas);
cBitmap.blendMode = BlendMode.ADD;
addChild(cBitmap);
map = new BitmapData(rect.width/scale, rect.height/scale, false, 0xFF000000);
offsets = [new Point(), new Point()];
seed = Math.floor(Math.random()*1000);
sparkle = new BitmapData(rect.width/scale, rect.height/scale, true, 0x00000000);
var sBitmap:Bitmap = new Bitmap(sparkle);
sBitmap.smoothing = true;
sBitmap.blendMode = BlendMode.ADD;
sBitmap.scaleX = sBitmap.scaleY = scale;
addChild(sBitmap);
aMatrix = new Matrix(2/scale, 0, 0, 2/scale, 0, 0);
colorTrans = new ColorTransform(0.1, 0.1, 0.1);
blur = new BlurFilter(2, 2, 1);
sMatrix = new Matrix(1/scale, 0, 0, 1/scale, 0, 0);
light = new EmitLight(canvas, map, scale);
}
public function start():void {
addEventListener(Event.ENTER_FRAME, draw, false, 0, true);
}
public function stop():void {
removeEventListener(Event.ENTER_FRAME, draw);
}
private function draw(evt:Event):void {
var offset:Number = getTimer()*0.05;
offsets[0].x = offsets[1].y = offset;
map.perlinNoise(rect.width/scale, rect.height/scale, 2, seed, true, true, 1, false, offsets);
light.create(10);
canvas.lock();
canvas.fillRect(canvas.rect, 0x00000000);
light.emit();
canvas.unlock();
sparkle.lock();
sparkle.fillRect(sparkle.rect, 0x00000000);
sparkle.draw(canvas, sMatrix);
sparkle.unlock();
afterglow.lock();
afterglow.draw(canvas, aMatrix, colorTrans, BlendMode.ADD);
afterglow.applyFilter(afterglow, afterglow.rect, new Point(), blur);
afterglow.unlock();
}
}
import flash.display.BitmapData;
import flash.geom.Rectangle;
import frocessing.color.ColorHSV;
class EmitLight {
private var canvas:BitmapData;
private var map:BitmapData;
private var rect:Rectangle;
private var scale:uint;
private var cx:uint;
private var cy:uint;
private var radius:uint;
private static var yScale:Number = 0.25;
private var dots:Array;
private static var acceleration:Number = 0.01;
private static var gravity:Number = 0.03;
private static var deceleration:Number = 0.008;
private var color:ColorHSV;
private static var length:Number = 2;
private var manager:Bresenham;
public function EmitLight(c:BitmapData, m:BitmapData, s:uint) {
canvas = c;
map = m;
rect = canvas.rect;
scale = s;
cx = rect.width*0.5;
cy = rect.height*0.85;
radius = rect.width*0.4;
init();
}
private function init():void {
dots = new Array();
color = new ColorHSV(0, 0.4);
manager = new Bresenham(canvas);
}
public function create(max:uint):void {
for (var n:uint = 0; n < max; n++) {
var angle:Number = Math.random()*360;
var power:Number = Math.random() + 0.5;
var dot:Dot = new Dot(cx, cy, angle, power);
dot.x = cx + Math.cos(angle*Math.PI/180)*radius;
dot.y = cy + Math.sin(angle*Math.PI/180)*radius*yScale;
dot.px = dot.x;
dot.py = dot.y;
color.h = 180;
dot.rgb = color.value;
dots.push(dot);
}
}
public function emit():void {
for (var n:uint = 0; n < dots.length; n++) {
var dot:Dot = dots[n];
var c:uint = map.getPixel(dot.x/scale, dot.y/scale);
dot.cx += ((((c >> 16) & 0xFF) - 0x80) / 0x80)*5;
dot.vy += gravity*dot.power;
dot.vy *= 0.99;
dot.vx += acceleration;
dot.angle += dot.vx;
dot.cy -= dot.vy;
var px:Number = Math.cos(dot.angle*Math.PI/180)*radius;
var py:Number = Math.sin(dot.angle*Math.PI/180)*radius*yScale;
dot.x = dot.cx + px*(dot.energy*0.4 + 0.2);
dot.y = dot.cy + py*(dot.energy*0.4 + 0.2);
dot.energy -= deceleration;
var x0:int = dot.x;
var y0:int = dot.y;
var x1:int = dot.x - (dot.x - dot.px)*length;
var y1:int = dot.y - (dot.y - dot.py)*length;
color.h = 180 + 50*dot.energy*0.5;
dot.rgb = color.value;
manager.draw(x0, y0, x1, y1, dot.rgb, dot.energy*0.5);
dot.px = dot.x;
dot.py = dot.y;
if (dot.energy < 0) {
dots.splice(n, 1);
dot = null;
}
}
}
}
class Dot {
public var x:Number = 0;
public var y:Number = 0;
public var vx:Number = 0;
public var vy:Number = 0;
public var cx:Number = 0;
public var cy:Number = 0;
public var px:Number = 0;
public var py:Number = 0;
public var angle:Number = 0;
public var power:Number = 1;
public var energy:Number = 2;
public var rgb:uint = 0xFFFFFF;
public function Dot(_x:Number, _y:Number, a:Number, p:Number) {
cx = _x;
cy = _y;
angle =a;
power = p;
}
}
import flash.display.BitmapData;
class Bresenham {
private var canvas:BitmapData;
public function Bresenham(c:BitmapData) {
canvas = c;
}
public function draw(x0:int, y0:int, x1:int, y1:int, color:uint, alpha:Number):void {
var steep:Boolean = Math.abs(y1 - y0) > Math.abs(x1 - x0);
var t:int;
if (steep) {
t = x0;
x0 = y0;
y0 = t;
t = x1;
x1 = y1;
y1 = t;
}
if (x0 > x1) {
t = x0;
x0 = x1;
x1 = t;
t = y0;
y0 = y1;
y1 = t;
}
var dx:int = x1 - x0;
var dy:int = Math.abs(y1 - y0);
var e:int = dx*0.5;
var ys:int = (y0 < y1) ? 1 : -1;
var y:int = y0;
for (var x:int = x0; x <= x1; x++) {
if (steep) {
plot(y, x, color, alpha);
} else {
plot(x, y, color, alpha);
}
e = e - dy;
if (e < 0) {
y = y + ys;
e = e + dx;
}
}
}
private function plot(x:int, y:int, c:uint, a:Number):void {
canvas.setPixel32(x, y, c | ((a*0xFF) << 24));
}
}