forked from: fladdict challenge for amateurs (ユルルングル)
Every frame you get screen caputre of the stage.
* Generate new frame image with using last frames screen capture.
* This is a starting point of recursive generative art.
/**
* Copyright Aquioux ( http://wonderfl.net/user/Aquioux )
* MIT License ( http://www.opensource.org/licenses/mit-license.php )
* Downloaded from: http://wonderfl.net/c/5Cyl
*/
// forked from checkmate's fladdict challenge for amateurs
/**
* Every frame you get screen caputre of the stage.
* Generate new frame image with using last frames screen capture.
* This is a starting point of recursive generative art.
*/
package {
import flash.display.Bitmap;
import flash.display.BitmapData;
import flash.display.BlendMode;
import flash.display.Shape;
import flash.display.Sprite;
import flash.events.Event;
import flash.filters.BitmapFilterQuality;
import flash.filters.BlurFilter;
import flash.geom.ColorTransform;
import flash.geom.Matrix;
import flash.geom.Point;
public class Beginner extends Sprite {
/**
* Overwrite this update function.
* Every frame the function is invoked with two bitmaps.
* First one contains reference to the stage bitmap.
* Second one contains static copy of stage.
*/
public var canvas:BitmapData;
public var drawHere:BitmapData;
public var mat:Matrix;
private const BLUR:BlurFilter = new BlurFilter(4, 4, BitmapFilterQuality.HIGH);
private var ballCanvas:Shape = new Shape();
private var radian:Number = 0;
private var ballBuideX:Number = 240;
private var ballBuideY:Number = 240;
private var vX:Number = 0;
private var vY:Number = 0;
private const SPRING:Number = 0.012;
private const FRICTION:Number = 0.89;
private var nowX:Number;
private var nowY:Number;
private var cnt:int = 0;
public function update():void{
drawStep();
fadeStep();
transformStep();
renderStep();
}
public function drawStep():void {
calcPoint();
drawBall();
drawHere.draw(ballCanvas);
}
private function calcPoint():void {
nowX = stage.mouseX;
nowY = stage.mouseY;
vX += (nowX - ballBuideX) * SPRING;
vY += (nowY - ballBuideY) * SPRING;
vX *= FRICTION;
vY *= FRICTION;
ballBuideX += vX;
ballBuideY += vY;
}
private function drawBall():void {
radian += 0.017 * 4;
var cos:Number = Math.cos(radian) * 75;
var offX:Number = (nowX - 240) / 240;
var offY:Number = (nowY - 240) / 240;
ballCanvas.graphics.clear();
ballCanvas.graphics.beginFill(hsvToRgb(cnt += 6, 1.0, 1.0));
ballCanvas.graphics.drawCircle(ballBuideX - cos * offY, ballBuideY + cos * offX, 40);
ballCanvas.graphics.endFill();
}
private static function hsvToRgb(h:Number = 0.0, s:Number = 1.0, v:Number = 1.0):uint {
// h : 0.0 - 360.0
// s : 0.0 - 1.0
// v : 0.0 - 1.0
var r:uint = 0;
var g:uint = 0;
var b:uint = 0;
// 各引数を許可範囲に収める
h %= 360;
if (h < 0)
h += 360;
h /= 60;
s = Math.max(0, Math.min(s, 1.0));
v = Math.max(0, Math.min(v, 1.0));
v *= 0xFF;
if (s == 0) {
r = g = b = v;
} else {
var hi:uint = Math.floor(h % 6);
var f:Number = h - hi;
var p:Number = v * (1 - s);
var q:Number = v * (1 - s * f);
var t:Number = v * (1 - s * (1 - f));
switch(hi) {
case 0: {
r = v;
g = t;
b = p;
break;
}
case 1: {
r = q;
g = v;
b = p;
break;
}
case 2: {
r = p;
g = v;
b = t;
break;
}
case 3: {
r = p;
g = q;
b = v;
break;
}
case 4: {
r = t;
g = p;
b = v;
break;
}
case 5: {
r = v;
g = p;
b = q;
break;
}
}
}
return r << 16 | g << 8 | b;
}
public function transformStep():void {
var tx:Number = -nowX * 2 + 240;
var ty:Number = -nowY * 2 + 240;
mat = new Matrix();
mat.translate(tx, ty);
mat.scale(1.04, 1.04);
mat.translate(-tx, -ty);
}
public function renderStep():void{
canvas.draw(drawHere, mat);
}
public function fadeStep():void {
drawHere.applyFilter(drawHere, drawHere.rect, new Point(), BLUR);
}
/**
* ---------------------------------------
* DO NOT CHANGE FOLLOWING CODES
* DO NOT ACCESS FOLLOWING PROPERTIES DIRECTLY
* ---------------------------------------
*/
private var bitmap:Bitmap;
public function Beginner() {
canvas = new BitmapData(480,480,false,0x000000);
bitmap = new Bitmap(canvas);
addChild(bitmap);
addEventListener(Event.ENTER_FRAME, _update);
}
public function _update(e:Event):void{
if(drawHere)
drawHere.dispose();
drawHere = canvas.clone();
update();
}
}
}