forked from: Obey Colors
forke//
draw square
// forked from onedayitwillmake's Obey Colors
// forked from onedayitwillmake's Obey Triangle
// forke// forked from Saqoosha's Rainbow
// forked from siba2260's 残像
// draw square
// write as3 code here..
package {
import flash.display.Bitmap;
import flash.display.BitmapData;
import flash.display.BlendMode;
import flash.display.Graphics;
import flash.display.PixelSnapping;
import flash.display.Sprite;
import flash.events.Event;
import flash.events.MouseEvent;
import flash.filters.ColorMatrixFilter;
import flash.geom.ColorTransform;
import flash.geom.Matrix;
import flash.geom.Point;
import frocessing.color.ColorHSV;
import frocessing.color.ColorRGB;
[SWF(width="465", height="465", backgroundColor="0xFFFFFF", frameRate="60")]
public class Rainbow extends Sprite {
private static const ZERO_POINT:Point = new Point(0, 0);
private static const NUM_OBJECTS:int = 6;
private static const FORCE:Number = 500.0;
private static const COLOR_SPEED:Number = 0.05;
private var _center:Sprite;
private var _images:Array;
private var _tmp:BitmapData;
private var _mousePressed:Boolean = false;
private var _prevTime:int = 0;
private var _colorOffset:Number = 0;
private var _mousePt:Point = new Point();
private var afterBitmapData :BitmapData = new BitmapData(465, 465, false, 0xFFFFFF);
private var afterImage :Bitmap = new Bitmap(afterBitmapData, PixelSnapping.AUTO, false);
private var _canvas :Sprite = new Sprite();
public function Rainbow()
{
addChild(_canvas);
addChild(afterImage);
afterImage.x = 0
afterImage.y = 0
createImage();
stage.quality = "low";
}
/**
var color:int = Math.random() * 0x0099FF;
if (Math.random() > 0.6) {
color = 0xFFFFFF;
}
this.graphics.beginFill(color, 0.1);
this.graphics.drawRect(this.m_x, this.m_y, this.m_r * this.m_cnt, this.m_r * this.m_cnt);
this.graphics.endFill();
var matrix:Matrix = new Matrix(1,0,0,1,0,0);
var color_t:ColorTransform = new ColorTransform(1,1,1,1,0,0,0,0);
this.m_bitmap_data.draw(this, matrix, color_t);
this.graphics.clear();
this.m_cnt++;
if (this.m_cnt > this.m_cnt_max) {
this.m_cnt = 1
this.m_x = Math.random() * 500;
this.m_y = Math.random() * 500;
this.m_r = Math.random() * 10 + 5;
}
*/
private function createImage():void
{
var original:BitmapData = new BitmapData(120, 120, true, 0x00000000);
var squareSprite:Sprite = new Sprite();
for(var i:int = 0; i < 20; i++)
{
squareSprite.graphics.beginFill(0xffffff, 0.05);
squareSprite.graphics.drawRect(50, 50, 2 * i, 2 * i);
squareSprite.graphics.endFill();
}
original.draw(squareSprite);
_center = new Sprite();//addChild(new Sprite()) as Sprite;
_center.x = stage.stageWidth / 2;
_center.y = stage.stageHeight / 2;
var rs:Number = 0, gs:Number = 0, bs:Number = 0;
var c:ColorRGB;
for (i = 0; i < NUM_OBJECTS; i++) {
c = new ColorHSV(i / NUM_OBJECTS * 360, 1, 1).toRGB();
rs += c.r;
gs += c.g;
bs += c.b;
}
_images = [];
for (i = 0; i < NUM_OBJECTS; i++)
{
var a:Number = 4 * i / NUM_OBJECTS;
c = new ColorHSV(i / NUM_OBJECTS * 360, 1, 1).toRGB();
var img:ColoredImage = _center.addChild(new ColoredImage(original, c.r / rs, c.g / gs, c.b / bs)) as ColoredImage;
var px:Number = Math.cos(a) * 60;
var py:Number = Math.sin(a) * 60;
img.init(px, py);
_images.push(img);
var f:Number = Math.random() * 100
img.addForce(Math.cos(a) *f, Math.sin(a) * f);
}
addEventListener(Event.ENTER_FRAME, _update);
stage.addEventListener(MouseEvent.MOUSE_DOWN, _onMouseDown);
stage.addEventListener(MouseEvent.MOUSE_UP, _onMouseUp);
}
private function _onMouseDown(e:MouseEvent):void {
_mousePressed = true;
}
private function _onMouseUp(e:MouseEvent):void {
_mousePressed = false;
}
private function _update(e:Event):void
{
_mousePt.x = _center.mouseX;
_mousePt.y = _center.mouseY
var img:ColoredImage;
for each (img in _images)
{
var dist:Number = Math.max(Point.distance(_mousePt, img.initPos), 3);
var lc:Point = img.initPos.subtract(_mousePt);
var a:Number = Math.atan2(lc.y, lc.x);
var f:Number = 1 / dist * FORCE * (_mousePressed ? 3 : 1);
img.addForce(Math.cos(a) * f, Math.sin(a) * f);
img.update();
}
afterBitmapData.colorTransform(afterBitmapData.rect,
new ColorTransform(1, 1, 1, 1, 0, 0, 0, -4));
var mat:Matrix = new Matrix();
mat.translate(_center.x, _center.y);
afterBitmapData.draw(_center, mat);
}
}
}
import flash.display.Bitmap;
import flash.display.BitmapData;
import flash.display.BlendMode;
import flash.display.Graphics;
import flash.display.Sprite;
import flash.filters.ColorMatrixFilter;
import flash.geom.Point;
import frocessing.color.ColorRGB;
class ColoredImage extends Sprite {
public static var ACC_PARAM:Number = 0.1;
public static var VELOCITY_PARAM:Number = 0.7
private var _ix:Number;
private var _iy:Number;
private var _vx:Number = 0;
private var _vy:Number = 0;
private var _ax:Number = 0;
private var _ay:Number = 0;
private var _img:Bitmap;
public function ColoredImage(image:BitmapData, r:Number, g:Number, b:Number) {
_img = addChild(new Bitmap(image)) as Bitmap;
_img.x = -_img.width / 2;
_img.y = -_img.height / 2;
_img.filters = [
new ColorMatrixFilter([
r, 0, 0, 0, 0,
0, g, 0, 0, 0,
0, 0, b, 0, 0,
0, 0, 0,0.25, 0
])
];
_img.blendMode = BlendMode.ADD;
}
public function init(ix:Number, iy:Number):void {
x = _ix = ix;
y = _iy = iy;
_img.x -= ix;
_img.y -= iy;
}
public function addForce(ax:Number, ay:Number):void {
_ax += ax + Math.random() * 8-4
_ay += ay + Math.random() * 8-4
}
public function update():void {
_ax += (_ix - x) * ACC_PARAM;
_ay += (_iy - y) * ACC_PARAM;
_vx = (_vx + _ax) * VELOCITY_PARAM;
_vy = (_vy + _ay) * VELOCITY_PARAM;
x += _vx;
y += _vy;
_ax = _ay = 0;
}
public function get ix():Number {
return _ix;
}
public function get iy():Number {
return _iy;
}
public function get initPos():Point {
return new Point(_ix, _iy);
}
}