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

Octopus 2

~ The Painter ~
==> Mouse : Light Source x / y

+ Code Clean up

Thanks :
http://www.miaumiau.cat/2010/03/beziers-our-approach/
http://wonderfl.net/user/yonatan
/**
 * Copyright FLASHMAFIA ( http://wonderfl.net/user/FLASHMAFIA )
 * MIT License ( http://www.opensource.org/licenses/mit-license.php )
 * Downloaded from: http://wonderfl.net/c/8W9T
 */

package {
    import flash.display.Sprite;
    import flash.display.StageAlign;
    import flash.display.StageQuality;
    import flash.display.StageScaleMode;
    import flash.events.Event;
    import flash.geom.Rectangle;

    [SWF(width='465', height='465', backgroundColor='0x000000', frameRate='64')]
    public class Octopus2App extends Sprite {
        private var _lux : LuxMod;

        public function Octopus2App() {
            stage.stageFocusRect = mouseEnabled = tabEnabled = tabChildren = false;
            stage.scaleMode = StageScaleMode.NO_SCALE;
            stage.align = StageAlign.TOP_LEFT;
            stage.quality = StageQuality.HIGH;
            stage.fullScreenSourceRect = new Rectangle(0, 0, stage.stageWidth, stage.stageHeight);

            addChild(_lux = new LuxMod(new OctopusGenerator(stage.stageWidth, stage.stageHeight)));

            stage.addEventListener(Event.ENTER_FRAME, update);
        }

        private function update(e : Event) : void {
            _lux.lightX += (stage.mouseX - _lux.lightX) * 0.05;
            _lux.lightY += (stage.mouseY - _lux.lightY) * 0.05;
        }
    }
}
import flash.display.Bitmap;
import flash.display.BitmapData;
import flash.display.BlendMode;
import flash.display.DisplayObject;
import flash.display.LineScaleMode;
import flash.display.PixelSnapping;
import flash.display.Shape;
import flash.display.Sprite;
import flash.events.Event;
import flash.filters.GlowFilter;
import flash.geom.ColorTransform;
import flash.geom.Matrix;
import flash.geom.Point;
import flash.geom.Vector3D;

internal final class OctopusGenerator extends Bitmap {
    private const OFFSET : Number = 48;
    private const CURVE_QUANT : uint = 16;
    private const CURVE_LENGTH : uint = 8;
    private const NOISE_AMPLITUDE : Number = 24;
    private const TANGENT_OFFSET : Number = 1.8;
    private const TIME_SCALE : Number = 72;
    /* */
    private var _t : Number = 0;
    private var _controlPoints : Vector.<Vector.<Vector3D>> = new Vector.<Vector.<Vector3D>>(CURVE_QUANT, true);
    private var _startPoints : Vector.<Vector3D> = new Vector.<Vector3D>(CURVE_QUANT, true);
    private var _endPoints : Vector3D;
    private var _gurfs : Vector.<Number> = new Vector.<Number>(CURVE_QUANT, true);
    private var _colors : Vector.<uint> = Vector.<uint>([0x240000, 0xFFFF80, 0xAAFF80, 0x80DDFF, 0xEEFFF0, 0xFFEEF0, 0xFF4080, 0x800040, 0xFFDDBB, 0xFFF0BB, 0xFFFFCC, 0x240000]);
    private var _fadeCT : ColorTransform = new ColorTransform(1, 1, 1, 0.99999);
    private var _colorIndex : uint = 0;
    private var _container : Sprite = new Sprite();
    private var _combinatoryData : Vector.<Vector.<Number>> = new Vector.<Vector.<Number>>(13, true);

    public function OctopusGenerator(w : uint, h : uint) : void {
        super(new BitmapData(w, h, false, 0), PixelSnapping.AUTO, false);

        _combinatoryData[0] = Vector.<Number>([0]);
        _combinatoryData[1] = Vector.<Number>([1]);
        _combinatoryData[2] = Vector.<Number>([1, 1]);
        _combinatoryData[3] = Vector.<Number>([1, 2, 1]);
        _combinatoryData[4] = Vector.<Number>([1, 3, 3, 1]);
        _combinatoryData[5] = Vector.<Number>([1, 4, 6, 4, 1]);
        _combinatoryData[6] = Vector.<Number>([1, 5, 10, 10, 5, 1]);
        _combinatoryData[7] = Vector.<Number>([1, 6, 15, 20, 15, 6, 1]);
        _combinatoryData[8] = Vector.<Number>([1, 7, 21, 35, 35, 21, 7, 1]);
        _combinatoryData[9] = Vector.<Number>([1, 8, 28, 56, 70, 56, 28, 8, 1]);
        _combinatoryData[10] = Vector.<Number>([1, 9, 36, 84, 126, 126, 84, 36, 9, 1]);
        _combinatoryData[11] = Vector.<Number>([1, 10, 45, 120, 210, 252, 210, 120, 45, 10, 1]);
        _combinatoryData[12] = Vector.<Number>([1, 11, 56, 165, 330, 462, 462, 330, 165, 56, 11, 1]);

        var n : uint = 0;
        while (n < CURVE_QUANT) {
            _gurfs[n] = 5 - 4 + 8 * Math.random();
            _controlPoints[n] = new Vector.<Vector3D>(0, false);
            ++n;
        }

        var nn : uint = 0;
        while (nn < CURVE_QUANT) {
            if (nn != 0) {
                _controlPoints[nn].push(_controlPoints[0][0]);
                n = 1;
                while (n < CURVE_LENGTH) {
                    var reference : Vector3D = _controlPoints[0][n];
                    _controlPoints[nn].push(new Vector3D(reference.x + ((Math.random() >= 0.5) ? 1 : -1) * NOISE_AMPLITUDE * Math.random(), reference.y + ((Math.random() >= 0.5) ? 1 : -1) * NOISE_AMPLITUDE * Math.random(), 0, reference.w));
                    ++n;
                }
            } else {
                _controlPoints[nn].push(new Vector3D(0, 0, 0, 1));
                n = 1;
                while (n < CURVE_LENGTH) {
                    _controlPoints[nn].push(new Vector3D(OFFSET + Math.random() * (w - 2 * OFFSET), OFFSET + Math.random() * (h - 2 * OFFSET), 0, 1));
                    ++n;
                }
            }
            ++nn;
        }

        n = CURVE_QUANT;
        while (--n) {
            _startPoints[n] = _controlPoints[n][0];
        }

        addEventListener(Event.ENTER_FRAME, render, false, 0, true);
    }

    private function render(e : Event) : void {
        var f : Number = _t / TIME_SCALE;
        var c1 : uint = _colors[_colorIndex];
        var c2 : uint = _colors[_colorIndex + 1];

        var r1 : uint = (c1 >> 16) & 0xFF;
        var g1 : uint = (c1 >> 8) & 0xFF;
        var b1 : uint = c1 & 0xFF;

        r1 += uint((((c2 >> 16) & 0xFF) - r1) * f);
        g1 += uint((((c2 >> 8) & 0xFF) - g1) * f);
        b1 += uint(((c2 & 0xFF) - b1) * f);

        var n : uint = CURVE_QUANT;
        while (--n) {
            _endPoints = bezier(f, _controlPoints[n]);
            _container.addChild(new GlowLine(_startPoints[n], _endPoints, ((r1 << 16) | (g1 << 8) | b1), 6 * Math.cos(f), _gurfs[n] / 4));
            _startPoints[n] = _endPoints;
        }

        bitmapData.lock();
        bitmapData.colorTransform(bitmapData.rect, _fadeCT);
        bitmapData.draw(_container, null, null, null, null, false);
        bitmapData.unlock();

        while (_container.numChildren > 0) {
            _container.removeChildAt(_container.numChildren - 1);
        }

        _t++;

        if (_t == TIME_SCALE) {
            _t = n = 0;

            var vec1 : Vector3D;
            var vec2 : Vector3D;
            var vec3 : Vector3D;

            while (n < CURVE_QUANT) {
                vec1 = _controlPoints[n][CURVE_LENGTH - 2];
                (vec3 = (vec2 = _controlPoints[n][(CURVE_LENGTH - 1)]).subtract(vec1)).scaleBy(TANGENT_OFFSET);
                (vec3 = vec3.add(vec2)).w = 1;

                _controlPoints[n][0] = vec2;
                _controlPoints[n][1] = vec3;

                var nn : uint;
                if (n != 0) {
                    nn = 2;
                    while (nn < CURVE_LENGTH) {
                        var reference : Vector3D = _controlPoints[0][nn];
                        _controlPoints[n][nn] = new Vector3D(reference.x + ((Math.random() >= 0.5) ? 1 : -1) * NOISE_AMPLITUDE * Math.random(), reference.y + ((Math.random() >= 0.5) ? 1 : -1) * NOISE_AMPLITUDE * Math.random(), 0, reference.w);
                        ++nn;
                    }
                } else {
                    nn = 2;
                    while (nn < CURVE_LENGTH) {
                        _controlPoints[n][nn] = new Vector3D(OFFSET + Math.random() * (width - 2 * OFFSET), OFFSET + Math.random() * (height - 2 * OFFSET), 0, 1);
                        ++nn;
                    }
                }
                ++n;
            }

            _colorIndex++;

            if (_colorIndex > _colors.length - 2) {
                _colorIndex = 0;
            }
        }
    }

    private function bezier(t : Number, ctrlp : Vector.<Vector3D>) : Vector3D {
        var len : uint = ctrlp.length;

        if (_combinatoryData[len] == null) {
            _combinatoryData[len] = new Vector.<Number>(0, false);
        }

        var out : Vector3D = new Vector3D();
        var delta : Number = 0;

        var n : uint;
        while (n <= (len - 1)) {
            var coeff : Number = _combinatoryData[len][n] * Math.pow(t, n) * Math.pow((1 - t), (len - 1) - n);

            out.x += coeff * ctrlp[n].x * ctrlp[n].w;
            out.y += coeff * ctrlp[n].y * ctrlp[n].w;
            out.z += coeff * ctrlp[n].z * ctrlp[n].w;

            delta += coeff * ctrlp[n].w;

            n++;
        }

        out.x = out.x / delta;
        out.y = out.y / delta;
        out.z = out.z / delta;

        return out;
    }
}
internal final class GlowLine extends Shape {
    public function GlowLine(startVec : Vector3D, endVec : Vector3D, color : uint, gurf : Number, alpha : Number) {
        graphics.lineStyle(gurf, color, alpha, false, LineScaleMode.NONE);
        graphics.moveTo(startVec.x, startVec.y);
        graphics.lineTo(endVec.x, endVec.y);

        filters = [new GlowFilter(color, 0.6, 24, 24, 5, 3)];
    }
}
internal final class LuxMod extends Sprite {
    private const BUFF_SIZE : uint = 0x8000;
    private const PASSES : uint = 6;
    private const SCALE : Number = 2;
    private const MTX_SCALE : Number = 1 + (SCALE - 1) / (1 << PASSES);
    private const SMOOTH : Boolean = true;
    /* */
    public var lightX : Number;
    public var lightY : Number;
    /* */
    private var _emission : DisplayObject;
    private var _light : Bitmap = new Bitmap(null, PixelSnapping.AUTO, false);
    private var _cth : ColorTransform = new ColorTransform(0.5, 0.5, 0.5);
    private var _bitmapData : BitmapData;
    private var _buffer : BitmapData;
    private var _sw : int;
    private var _sh : int;
    private var _mtx : Matrix = new Matrix();
    private var _dstp : Point = new Point();
    private var _tmp : BitmapData;

    public function LuxMod(emission : DisplayObject) {
        addChild(_emission = emission);
        addChild(_light).blendMode = BlendMode.ADD;

        stage ? onStage(null) : addEventListener(Event.ADDED_TO_STAGE, onStage, false, 0, true);
    }

    private function onStage(e : Event) : void {
        if (e) removeEventListener(Event.ADDED_TO_STAGE, onStage);

        stage.addEventListener(Event.RESIZE, resize);
        resize(null);

        addEventListener(Event.ENTER_FRAME, render);
    }

    private function render(e : Event) : void {
        _mtx.copyFrom(_emission.transform.matrix);
        _mtx.scale(_bitmapData.width / _sw, _bitmapData.height / _sh);

        _bitmapData.lock();
        _bitmapData.fillRect(_bitmapData.rect, 0x0);
        _bitmapData.draw(_emission, _mtx, null);

        var dx : Number = lightX / _sw * _bitmapData.width;
        var dy : Number = lightY / _sh * _bitmapData.height;

        _mtx.identity();
        _mtx.translate(-dx, -dy);
        _mtx.scale(MTX_SCALE, MTX_SCALE);
        _mtx.translate(dx, dy);

        var n : uint = PASSES >> 1;
        while (n--) {
            _bitmapData.colorTransform(_bitmapData.rect, _cth);
            _buffer.copyPixels(_bitmapData, _bitmapData.rect, _dstp);
            _buffer.draw(_bitmapData, _mtx, null, BlendMode.ADD, null, false);

            _mtx.concat(_mtx);

            _tmp = _bitmapData;
            _bitmapData = _buffer;
            _buffer = _tmp;
        }

        /* lil trick! */

        n = PASSES >> 1;
        while (n--) {
            _bitmapData.colorTransform(_bitmapData.rect, _cth);
            _buffer.copyPixels(_bitmapData, _bitmapData.rect, _dstp);
            _buffer.draw(_bitmapData, _mtx, null, BlendMode.ADD, null, true);

            _mtx.concat(_mtx);

            _tmp = _bitmapData;
            _bitmapData = _buffer;
            _buffer = _tmp;
        }
        _bitmapData.unlock();
    }

    private function resize(e : Event) : void {
        _sw = stage.stageWidth;
        _sh = stage.stageHeight;

        lightX = _sw >> 1;
        lightY = _sh >> 1;

        if (_bitmapData) _bitmapData.dispose();
        if (_buffer) _buffer.dispose();

        _bitmapData = _buffer = null;

        var buffh : Number = Math.max(1, Math.sqrt(BUFF_SIZE * (_sh / _sw)));
        var buffw : Number = Math.max(1, buffh * (_sw / _sh));

        _bitmapData = new BitmapData(buffw, buffh, false, 0);
        _buffer = _bitmapData.clone();

        _light.bitmapData = _bitmapData;
        _light.width = _sw;
        _light.height = _sh;
        _light.smoothing = SMOOTH;
    }
}