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

forked from: レンズフレア

レンズフレアのテスト
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by tepe 24 Mar 2012
/**
 * Copyright tepe ( http://wonderfl.net/user/tepe )
 * MIT License ( http://www.opensource.org/licenses/mit-license.php )
 * Downloaded from: http://wonderfl.net/c/4KwK
 */

// forked from tencho's レンズフレア
/**
 * レンズフレアのテスト
 */
package {
    import com.bit101.components.PushButton;
    import com.bit101.components.Style;
    import flash.display.BitmapData;
    import flash.display.Sprite;
    import flash.display.StageQuality;
    import flash.events.Event;
    import flash.events.MouseEvent;
    import flash.filters.GlowFilter;
    import flash.geom.Point;
    import flash.utils.getTimer;
    import net.hires.debug.Stats;
    import org.papervision3d.core.geom.Lines3D;
    import org.papervision3d.core.geom.renderables.Triangle3D;
    import org.papervision3d.core.geom.renderables.Vertex3D;
    import org.papervision3d.core.geom.TriangleMesh3D;
    import org.papervision3d.core.math.Number3D;
    import org.papervision3d.materials.BitmapMaterial;
    import org.papervision3d.materials.ColorMaterial;
    import org.papervision3d.materials.special.LineMaterial;
    import org.papervision3d.materials.utils.MaterialsList;
    import org.papervision3d.objects.DisplayObject3D;
    import org.papervision3d.objects.primitives.Cube;
    import org.papervision3d.objects.primitives.Plane;
    import org.papervision3d.Papervision3D;
    import org.papervision3d.view.BasicView;
    import org.papervision3d.view.BitmapViewport3D;
    
    [SWF(width = "465", height = "465", frameRate = "60", backgroundColor = "#000000")]
    public class Lensflare extends Sprite {
        private const RADIAN:Number = Math.PI / 180;
        private var _bgColor:uint = 0x4DA7FA;
        private var _horizonColor:uint = 0x9CC8F5;
        
        private var _sky:Sprite;
        private var _lensEfx:LensEffect;
        private var _view:BasicView;
        private var _cars:Vector.<Car> = new Vector.<Car>();
        private var _sun:DisplayObject3D;
        private var _cameraPos:Number3D = new Number3D();
        private var _cameraTarget:DisplayObject3D;
        private var _horizonTarget:DisplayObject3D;
        
        private var _cameraMode:Boolean = true;
        private var _isDrag:Boolean = false;
        private var _clickPosition:Point;
        private var _saveRotation:Number;
        private var _saveAngle:Number;
        private var _cameraRotation:Number = 120;
        private var _cameraAngle:Number = 1;
        private var _cameraRadius:Number = 370;
        
        public function Lensflare() {
            if (stage) init();
            else addEventListener(Event.ADDED_TO_STAGE, init);
        }
        
        private function init(e:Event = null):void {
            removeEventListener(Event.ADDED_TO_STAGE, init);
            
            stage.frameRate = 60;
            stage.quality = StageQuality.LOW;
            Display.setSize(stage.stageWidth, stage.stageHeight);
            
            Papervision3D.PAPERLOGGER.unregisterLogger(Papervision3D.PAPERLOGGER.traceLogger);
            _view = new BasicView(Display.width, Display.height, true, false, "Free");
            _view.viewport = new BitmapViewport3D(Display.width, Display.height, false, true);
            
            //マウス操作用
            _clickPosition = new Point();
            _view.viewport.addEventListener(MouseEvent.MOUSE_DOWN, onMsDown);
            stage.addEventListener(MouseEvent.MOUSE_UP, onMsUp);
            stage.addEventListener(Event.MOUSE_LEAVE, onMsUp);
            stage.addEventListener(MouseEvent.MOUSE_MOVE, onMsMove);
            
            //背景
            _sky = new Sprite();
            _sky.addChild(Painter.createGradientRect(Display.width, Display.height, [_bgColor, _horizonColor], [1, 1], [], 90, 0, -Display.height));
            _sky.addChild(Painter.createGradientRect(Display.width, Display.height, [0x000000, 0x444444], [1, 1], [], 90));
            
            //スクリーン座標取得用の太陽
            _sun = _view.scene.addChild(new DisplayObject3D());
            _sun.position = new Number3D(20000, 10500, -20000);
            _sun.autoCalcScreenCoords = true;
            _horizonTarget = _view.scene.addChild(new DisplayObject3D());
            _horizonTarget.autoCalcScreenCoords = true;
            _cameraTarget = _view.scene.addChild(new DisplayObject3D());
            
            //街モデル生成
            _view.scene.addChild(createCity());
            
            //車配置
            for (var i:int = 0; i < 8; i++) {
                var car:Car = new Car(i * 60, !(i % 2));
                _cars.push(car);
                _view.scene.addChild(car);
            }
            
            //レンズフレア
            _lensEfx = new LensEffect();
            _lensEfx.init(stage);
            _lensEfx.x = Display.center.x;
            _lensEfx.y = Display.center.y;
            
            addChild(Painter.createGradientRect(Display.width, Display.height, [_bgColor], [1]));
            addChild(_sky);
            addChild(_view.viewport);
            addChild(_lensEfx);
            addChild(new Stats());
            Style.BUTTON_FACE = Style.BACKGROUND = 0;
            Style.LABEL_TEXT = 0xFFFFFF;
            new PushButton(this, 360, 5, "CAMERA: AUTO", onClickCamera);
            
            //レンダリング開始
            onEnter(null);
            addEventListener(Event.ENTER_FRAME, onEnter);
        }
        
        private function onClickCamera(e:MouseEvent):void{
            _cameraMode = !_cameraMode;
            PushButton(e.currentTarget).label = "CAMERA: " + ["DRAG", "AUTO"][int(_cameraMode)];
        }
        
        private function onMsDown(e:MouseEvent):void {
            _isDrag = true;
            _clickPosition = new Point(stage.mouseX, stage.mouseY);
            _saveAngle = _cameraAngle;
            _saveRotation = _cameraRotation;
        }
        
        private function onMsUp(...arg):void {
            _isDrag = false;
        }
        
        private function onMsMove(e:MouseEvent):void {
            if (!_isDrag || _cameraMode) return;
            _cameraRotation = _saveRotation - (stage.mouseX - _clickPosition.x) / 10;
            _cameraAngle =  _saveAngle + (stage.mouseY - _clickPosition.y) / 10;
        }
        
        //毎フレーム処理
        private function onEnter(e:Event):void {
            var time:int = getTimer() + 88400;
            
            //車を動かす
            for each (var car:Car in _cars) car.update();
            
            //カメラ移動
            if (_cameraMode) {
                _cameraTarget.x = Math.cos(RADIAN * (time / 24)) * 100;
                _cameraTarget.z = Math.sin(RADIAN * (time / 28)) * 100;
                _cameraTarget.y = 100;
                _cameraPos.reset(Math.cos(RADIAN * (time / 40)) * 350, 15, Math.cos(RADIAN * (time / 50)) * 350);
            } else {
                _cameraTarget.x = 0;
                _cameraTarget.y = 100;
                _cameraTarget.z = 0;
                var perXZ:Number = Math.cos(RADIAN * _cameraAngle);
                _cameraPos.x = Math.cos(RADIAN * _cameraRotation) * _cameraRadius * perXZ;
                _cameraPos.z = Math.sin(RADIAN * _cameraRotation) * _cameraRadius * perXZ;
                _cameraPos.y = Math.sin(RADIAN * _cameraAngle) * _cameraRadius;
            }
            _view.camera.position = _cameraPos;
            _view.camera.lookAt(_cameraTarget);
            
            //地平線用オブジェクトをカメラの前方に移動
            var lookRadian:Number = Math.atan2(_cameraTarget.z - _view.camera.z, _cameraTarget.x - _view.camera.x);
            _horizonTarget.x = _view.camera.x + Math.cos(lookRadian) * 100000;
            _horizonTarget.z = _view.camera.z + Math.sin(lookRadian) * 100000;
            
            //レンダリング
            _view.singleRender();
            
            //地平線の高さに背景を合わせる
            _sky.y = _horizonTarget.screen.y + Display.center.y;
            
            var sunPos:Point = new Point(_sun.screen.x + Display.center.x, _sun.screen.y + Display.center.y);
            //太陽が遮蔽物にどのくらいの割合で隠れているかの割合を計算
            var blurArea:int = 3;
            var per1:Number = 0;
            for (var px:int = sunPos.x - blurArea; px <= sunPos.x + blurArea; px++) {
                for (var py:int = sunPos.y - blurArea; py <= sunPos.y + blurArea; py++) {
                    per1 += 1 - (BitmapViewport3D(_view.viewport).bitmapData.getPixel32(px, py) >>> 24) / 0xFF;
                }
            }
            per1 /= (blurArea * 2 + 1) * (blurArea * 2 + 1);
            //太陽が画面中央にどれだけ近いかの割合を計算
            var per2:Number = Math.max(0, 1 - sunPos.subtract(Display.center).length / 600);
            var efxPower:Number = (_sun.screen.z <= 0 )? 0 : per1 * per2;
            _lensEfx.rotateFlash();
            _lensEfx.setSunPosition(_sun.screen.x, _sun.screen.y);
            _lensEfx.setPower(efxPower);
        }
        
        //ステージモデルを生成
        private function createCity():DisplayObject3D {
            var planeColor:ColorMaterial = new ColorMaterial(0x000000);
            planeColor.doubleSided = true;
            var sideColor:ColorMaterial = new ColorMaterial(0x000000);
            var gradientBmp:BitmapData = new BitmapData(50, 50, true, 0x00000000);
            gradientBmp.draw(Painter.createGradientRect(50, 50, [0x000000, 0x000000], [1, 0], [0.5, 1], -90));
            var gradientColor:BitmapMaterial = new BitmapMaterial(gradientBmp);
            gradientColor.doubleSided = true;
            var d:DisplayObject3D = new DisplayObject3D();
            
            var roadWidth:Number = 30;
            var poleWidth:Number = 5;
            //螺旋状の道路
            var roadMesh:TriangleMesh3D = d.addChild(new TriangleMesh3D(planeColor, [], [])) as TriangleMesh3D;
            var lines:Lines3D = d.addChild(new Lines3D(new LineMaterial(0x000000, 1))) as Lines3D;
            var i:int;
            for (i = 0; i <= 720; i += 20) {
                var radius:Number = 80 + i / 3;
                var h:Number = i / 6;
                var v0:Vertex3D = new Vertex3D(Math.cos(RADIAN * i) * radius, h, Math.sin(RADIAN * i) * radius);
                var v1:Vertex3D = new Vertex3D(Math.cos(RADIAN * i) * (radius + roadWidth), h, Math.sin(RADIAN * i) * (radius + roadWidth));
                roadMesh.geometry.vertices.push(v0, v1);
                if (i) {
                    var pole1:Plane = d.addChild(new Plane(planeColor, poleWidth, h, 1, 1)) as Plane;
                    var pole2:Plane = d.addChild(new Plane(planeColor, poleWidth, h, 1, 1)) as Plane;
                    pole1.position = new Number3D(Math.cos(RADIAN * i) * (radius + poleWidth/2), h/2, Math.sin(RADIAN * i) * (radius + poleWidth/2));
                    pole2.position = new Number3D(Math.cos(RADIAN * i) * (radius + roadWidth - poleWidth/2), h/2, Math.sin(RADIAN * i) * (radius + roadWidth - poleWidth/2));
                    pole1.rotationY = pole2.rotationY = -i % 360;
                    if (i/20 % 2) {
                        lines.addNewLine(2, pole1.x, h, pole1.z, pole1.x, h+10, pole1.z);
                        lines.addNewLine(2, pole2.x, h, pole2.z, pole2.x, h+10, pole2.z);
                        lines.addNewLine(2, pole1.x, h + 10, pole1.z, pole2.x, h + 10, pole2.z);
                    }
                }
            }
            for (i = 0; i < roadMesh.geometry.vertices.length - 2; i += 2) {
                var vt0:Vertex3D = roadMesh.geometry.vertices[i];
                var vt1:Vertex3D = roadMesh.geometry.vertices[i + 1];
                var vt2:Vertex3D = roadMesh.geometry.vertices[i + 2];
                var vt3:Vertex3D = roadMesh.geometry.vertices[i + 3];
                roadMesh.geometry.faces.push(new Triangle3D(roadMesh, [vt0, vt1, vt3]));
                roadMesh.geometry.faces.push(new Triangle3D(roadMesh, [vt0, vt3, vt2]));
            }
            roadMesh.geometry.ready = true;
            roadMesh.geometry.flipFaces();
            
            var road2:Plane = d.addChild(new Plane(gradientColor, roadWidth, 400, 1, 4)) as Plane;
            road2.position = new Number3D(320+roadWidth/2, 120, 400/2);
            road2.rotationX = 90;
            
            //高層ビル
            var sizeX:int = 5;
            var sizeY:int = 7;
            var padding:Number = 25;
            var noiseMap:BitmapData = new BitmapData(sizeX, sizeY, true, 0xFFFFFFFF);
            noiseMap.noise(1234, 0, 255, 7, true);
            noiseMap.applyFilter(noiseMap, noiseMap.rect, new Point(), new GlowFilter(0x000000, 1, 2, 2, 2, 2, true));
            var len:int = sizeX * sizeY;
            for (i = 0; i < len; i++) {
                var px:int = i % sizeX;
                var py:int = i / sizeY;
                var per:Number = (noiseMap.getPixel(px, py) >> 16 & 0xFF) / 0xFF;
                if (per > 0.1 && px != 2 && py != 3) {
                    var cubeHeight:Number = per * 400;
                    var building:Cube = d.addChild(new Cube(new MaterialsList( { all:sideColor } ), 20, 20, cubeHeight)) as Cube;
                    building.position = new Number3D((px - sizeX / 2) * padding, cubeHeight / 2, (py - sizeY / 2) * padding);
                }
            }
            return d;
        }
    }
}

import flash.display.Bitmap;
import flash.display.BitmapData;
import flash.display.BlendMode;
import flash.display.Sprite;
import flash.display.Stage;
import flash.display.StageQuality;
import flash.filters.BlurFilter;
import flash.filters.GlowFilter;
import flash.geom.Matrix;
import flash.geom.Point;
import flash.geom.Rectangle;
import flash.utils.Dictionary;
import flash.utils.getTimer;
import org.papervision3d.materials.ColorMaterial;
import org.papervision3d.materials.utils.MaterialsList;
import org.papervision3d.objects.primitives.Cube;

class Painter {
    /**
     * グラデーションスプライト生成
     */
    static public function createGradientRect(width:Number, height:Number, colors:Array, alphas:Array, ratios:Array = null, rotation:Number = 0, x:Number = 0, y:Number = 0):Sprite {
        var i:int;
        if (!ratios) ratios = [];
        if(!ratios.length) for (i = 0; i < colors.length; i++) ratios.push(int(255 * i / (colors.length - 1)));
        else for (i = 0; i < ratios.length; i++) ratios[i] = Math.round(ratios[i] * 255);
        var sp:Sprite = new Sprite();
        var mtx:Matrix = new Matrix();
        mtx.createGradientBox(width, height, Math.PI / 180 * rotation, 0, 0);
        if (colors.length == 1 && alphas.length == 1) sp.graphics.beginFill(colors[0], alphas[0]);
        else sp.graphics.beginGradientFill("linear", colors, alphas, ratios, mtx);
        sp.graphics.drawRect(0, 0, width, height);
        sp.graphics.endFill();
        sp.x = x;
        sp.y = y;
        return sp;
    }
    
    /**
     * スプライトをキャプチャしてBitmap化する
     * @param    target    キャプチャするSprite
     * @param    smooth    Bitmapのsmoothに設定する値
     * @param    stage    Stageクラスを渡すと最高画質でキャプチャします
     */
    static public function captureSprite(target:Sprite, smooth:Boolean = true, stage:Stage = null):Sprite {
        var sp:Sprite = new Sprite();
        sp.blendMode = target.blendMode;
        
        if (stage) {
            //キャプチャする瞬間だけ最高画質にする
            var saveQuality:String = stage.quality;
            stage.quality = StageQuality.BEST;
        }
        
        var rect:Rectangle = getFilterBounds(target);
        var bmd:BitmapData = new BitmapData(rect.width, rect.height, true, 0);
        bmd.draw(target, new Matrix(1, 0, 0, 1, -rect.x, -rect.y));
        
        if(stage) stage.quality = saveQuality;
        var bmp:Bitmap = sp.addChild(new Bitmap(bmd, "auto", smooth)) as Bitmap;
        bmp.x = rect.x;
        bmp.y = rect.y;
        return sp;
    }
    
    /**
     * フィルターも含めたSpriteの矩形範囲を返す
     * @param    target    サイズを調べるSprite
     * @return
     */
    static public function getFilterBounds(target:Sprite):Rectangle {
        var rect:Rectangle = target.getBounds(target);
        if (!rect.width) rect.width = 1;
        if (!rect.height) rect.height = 1;
        var bmd:BitmapData;
        var basePos:Point = rect.topLeft;
        rect.x = rect.y = 0;
        for each (var filter:* in target.filters) {
            bmd = new BitmapData(rect.width, rect.height, true, 0);
            rect = bmd.generateFilterRect(rect, filter);
            basePos.offset(rect.x, rect.y);
            rect.x = rect.y = 0;
        }
        rect.offsetPoint(basePos);
        return rect;
    }
}

/**
 * レンズフレアクラス
 * このスプライトを画面中央に配置して使う
 */
class LensEffect extends Sprite {
    private const ORB_COLOR:uint = 0xC7C677;
    private var _ratios:Dictionary = new Dictionary();
    private var _ghosts:Vector.<Sprite> = new Vector.<Sprite>();
    private var _sun:Sprite;
    private var _sunRing:Sprite;
    private var _sunStar:Sprite;
    private var _sunGlow:Sprite;
    private var _sunGlow2:Sprite;
    private var _sunLine:Sprite;
    private var _sunFlash1:Sprite;
    private var _sunFlash2:Sprite;
    private var _stage:Stage;
    
    public function LensEffect() {
    }
    
    public function init(stage:Stage):void {
        _stage = stage;
        mouseChildren = mouseEnabled = false;
        _sun = addChild(createSun()) as Sprite;
        //リングを生成
        var ringSizes:Array = [60, 120];
        var ringRatios:Array = [-0.3, -0.7];
        for (var i:int = 0; i < ringSizes.length; i++) {
            var ring:Sprite = addChild(createFlare(ringSizes[i])) as Sprite;
            _ghosts.push(ring);
            _ratios[ring] = ringRatios[i];
        }
        //オーブを生成
        var orbSizes:Array = [15, 5, 10, 6, 60];
        for (var n:int = 0; n < orbSizes.length; n++) {
            var orb:Sprite = addChild(createOrb(orbSizes[n], ORB_COLOR)) as Sprite;
            _ghosts.push(orb);
            _ratios[orb] = 0.7 - n * 0.4;
        }
    }
    
    /**
     * 太陽の放射エフェクトを回転
     */
    public function rotateFlash():void {
        var rot:Number = getTimer() / 200 % 360;
        _sunFlash1.rotation = -rot;
        _sunFlash2.rotation = rot;
    }
    
    /**
     * レンズフレアの強さ(0~1)を設定
     * @param    per
     */
    public function setPower(per:Number):void {
        visible = !!per;
        if (!per) return;
        _sunRing.alpha = 0.1 * per;
        _sunStar.scaleX = _sunStar.scaleY = per;
        _sunFlash1.alpha = 0.2 * per;
        _sunFlash2.alpha = 0.1 * per;
        _sunLine.width = 500 * per * 2;
        _sunLine.height = 15 * per * 2;
        _sunLine.alpha = 0.2 * per;
        _sunGlow.scaleX = _sunGlow.scaleY = per;
        _sunGlow2.alpha = per * 0.5 - 0.2;
        for each(var orb:Sprite in _ghosts) orb.alpha = per;
    }
    
    /**
     * 太陽の位置を画面の中心からのオフセットで指定
     * @param    px
     * @param    py
     */
    public function setSunPosition(px:Number, py:Number):void {
        _sun.x = int(px);
        _sun.y = int(py);
        for each(var orb:Sprite in _ghosts) {
            orb.x = int(px * _ratios[orb]);
            orb.y = int(py * _ratios[orb]);
            //虹リングだった場合
            if (orb.numChildren >= 2) {
                var ringRay:Sprite = orb.getChildAt(1) as Sprite;
                ringRay.x = int(px / 5);
                ringRay.y = int(py / 5);
            }
        }
    }
    
    //太陽セットを生成
    private function createSun():Sprite {
        var sp:Sprite = new Sprite();
        _sunRing = sp.addChild(createRing(100)) as Sprite;
        _sunFlash1 = sp.addChild(createFlash(150, 20, 0x5977AD)) as Sprite;
        _sunFlash2 = sp.addChild(createFlash(120, 50, 0xFFFFFF)) as Sprite;
        _sunStar = sp.addChild(createStar(100, 6, 0.03, 0xFFFFFF, 4)) as Sprite;
        _sunStar.rotation = 15;
        _sunLine = sp.addChild(createGlow(500, 0xFFFFFF)) as Sprite;
        _sunGlow = sp.addChild(createGlow(30, 0xFFFFFF)) as Sprite;
        _sunGlow2 = sp.addChild(createGlow(150, 0xFFDD88)) as Sprite;
        sp.blendMode = BlendMode.ADD;
        return sp;
    }
    
    //虹リングセットを生成
    private function createFlare(size:Number = 100):Sprite {
        var ring:Sprite = createRing(size);
        ring.alpha = 0.5;
        var ray:Sprite = new Sprite();
        ray.addChild(createStar(size*2, 100, 0.2));
        ray.addChild(createStar(size*2.5, 175, 0.15));
        ray.addChild(createGlow(size, 0x000000));
        var sp:Sprite = new Sprite();
        sp.addChild(ring);
        sp.addChild(Painter.captureSprite(ray, false, _stage));
        sp.blendMode = BlendMode.ADD;
        return sp;
    }
    
    //光の放射イメージを生成
    private function createFlash(size:Number = 100, count:int = 50, color:uint = 0xffffff):Sprite {
        var sp:Sprite = new Sprite();
        sp.graphics.lineStyle();
        var mat:Matrix = new Matrix();
        mat.createGradientBox(size * 2, size * 2, 0, -size, -size);
        sp.graphics.beginGradientFill("radial", [color, color], [1, 0], [0, 255], mat);
        sp.graphics.drawCircle(0, 0, size);
        sp.graphics.endFill();
        sp.graphics.beginFill(0x000000, 1);
        var random:Array = new Array();
        var total:Number = 0;
        for (var n:int = 0; n < count*2; n ++) {
            total += Math.random() * 50 + 10;
            random.push(total);
        }
        for (var m:int = 0; m < random.length; m ++) {
            random[m] /= total / 360;
            var px:Number = Math.cos(Math.PI/180 * random[m]) * (size*1.2);
            var py:Number = Math.sin(Math.PI/180 * random[m]) * (size*1.2);
            if (m % 2) {
                sp.graphics.moveTo(px, py);
            }else {
                sp.graphics.lineTo(px, py);
                sp.graphics.lineTo(0, 0);
            }
        }
        sp.graphics.endFill();
        sp.filters = [new BlurFilter(2, 2, 3)];
        return Painter.captureSprite(sp, false, _stage);
    }
    
    //オーブイメージを生成
    private function createOrb(size:Number = 100, color:uint = 0xFFFFFF):Sprite {
        var sp:Sprite = new Sprite();
        sp.graphics.lineStyle();
        var mat:Matrix = new Matrix();
        mat.createGradientBox(size * 2, size * 2, 0, -size, -size);
        sp.graphics.beginGradientFill("radial", [color, color], [0.2, 1], [0, 255], mat);
        sp.graphics.drawCircle(0, 0, size);
        sp.graphics.endFill();
        sp.filters = [new GlowFilter(color, 1, 3, 3, 1, 3, false, true), new BlurFilter(2, 2, 3)];
        sp.blendMode = BlendMode.ADD;
        return Painter.captureSprite(sp, false, _stage);
    }
    
    //グローイメージを生成
    private function createGlow(size:Number = 100, color:uint = 0xFFFFFF):Sprite {
        var sp:Sprite = new Sprite();
        sp.graphics.lineStyle();
        var mat:Matrix = new Matrix();
        mat.createGradientBox(size * 2, size * 2, 0, -size, -size);
        sp.graphics.beginGradientFill("radial", [color, color], [1, 0], [0, 255], mat);
        sp.graphics.drawCircle(0, 0, size);
        sp.graphics.endFill();
        return Painter.captureSprite(sp, false, _stage);
    }
    
    //虹リングイメージを生成
    private function createRing(size:Number = 100):Sprite {
        var sp:Sprite = new Sprite();
        sp.graphics.lineStyle();
        var mat:Matrix = new Matrix();
        mat.createGradientBox(size * 2, size * 2, 0, -size, -size);
        sp.graphics.beginGradientFill("radial", [0xFF0000, 0xFFdd00, 0x00FF00, 0x0066FF, 0x0000FF], [0, 1, 1, 0.5, 0], [180, 205, 215, 235, 255], mat);
        sp.graphics.drawCircle(0, 0, size);
        sp.graphics.endFill();
        return Painter.captureSprite(sp, false, _stage);
    }
    
    //星イメージを生成
    private function createStar(size:Number = 100, count:uint = 8, per:Number = 0.05, color:uint = 0x000000, blur:Number = 0):Sprite {
        var sp:Sprite = new Sprite();
        sp.graphics.lineStyle();
        sp.graphics.beginFill(color, 1);
        var step:Number = 360 / (count * 2);
        for (var i:int = 0; i < count * 2; i ++) {
            var radius:Number = (i % 2)? size * per : size;
            var px:Number = Math.cos(Math.PI / 180 * i * step) * radius;
            var py:Number = Math.sin(Math.PI / 180 * i * step) * radius;
            if (i == 0) sp.graphics.moveTo(px, py);
            else sp.graphics.lineTo(px, py);
        }
        sp.graphics.endFill();
        sp.filters = (blur)? [new BlurFilter(blur, blur, 3)] : [];
        return Painter.captureSprite(sp, false, _stage);
    }
}

/**
 * 画面サイズ
 */
class Display {
    static public var width:Number;
    static public var height:Number;
    static public var size:Rectangle = new Rectangle();
    static public var center:Point = new Point();
    static public function setSize(width:Number, height:Number):void {
        Display.width = size.width = width;
        Display.height = size.height = height;
        center.x = width / 2;
        center.y = height / 2;
    }
}

/**
 * 道路を走る車
 */
class Car extends Cube {
    private var _offset:Number;
    private var _speed:Number;
    private var _line:Number;
    
    public function Car(position:Number = 0, direction:Boolean = true) {
        super(new MaterialsList( { all:new ColorMaterial(0x000000) } ), 4, 8, 4, 1, 1, 1);
        _offset = position;
        _speed = (direction)? 0.1 : -0.1;
        _line = (direction)? 13 : 23;
        rotationX = -4;
    }
    
    public function update():void {
        var rot:Number = ((getTimer() * 0.05 * _speed + _offset) % 720 + 720) % 720;
        var radius:Number = 80 + rot / 3;
        x = Math.cos(Math.PI / 180 * rot) * (radius + _line);
        z = Math.sin(Math.PI / 180 * rot) * (radius + _line);
        y = rot / 6 + 2;
        rotationY = -rot;
    }
}