Plasma Effect
Plasma Effect
by rect (http://blog.r3c7.net/)
//
// Plasma Effect
// by rect (http://blog.r3c7.net/)
//
package
{
import flash.events.Event;
import flash.display.*;
import flash.geom.Rectangle;
import flash.geom.Point;
import flash.utils.getTimer;
import flash.utils.ByteArray;
import frocessing.color.ColorHSV;
[SWF(backgroundColor="#000000")]
public class main extends Sprite
{
private var w:uint = 256;
private var h:uint = 256;
private var cont:Bitmap;
private var buffer:BitmapData;
private var zero:Point = new Point(0,0);
private var plasma:Vector.<Vector.<uint>>;
private var palette:Vector.<uint>;
private var byte:ByteArray;
public function main():void
{
stage.frameRate = 40;
stage.align = StageAlign.TOP_LEFT;
stage.scaleMode = StageScaleMode.NO_SCALE;
stage.quality = StageQuality.LOW;
byte = new ByteArray();
buffer = new BitmapData(w, h, false, 0x000000);
var bmp:BitmapData = new BitmapData(w, h, false, 0x000000);
cont = new Bitmap(bmp);
addChild(cont);
cont.width = stage.stageWidth;
cont.height = stage.stageHeight;
cont.x = (stage.stageWidth - cont.width) / 2;
cont.y = (stage.stageHeight - cont.height) / 2;
plasma = new Vector.<Vector.<uint>>(w);
for (var i:int = 0; i < w; i++)
{
plasma[i] = new Vector.<uint>(h);
for (var j:int = 0; j < h; j++)
{
var pcolor:uint = uint
(
128.0 + (128.0 * Math.sin(i / 16))
+ 128.0 + (128.0 * Math.sin(j / 32))
+ 128.0 + (128.0 * Math.sin(Math.sqrt(Number((i - w / 2.0)* (i - w / 2) + (j - h / 2) * (j - h / 2))) / 16))
+ 128.0 + (128.0 * Math.sin(Math.sqrt(Number(i * i + j * j)) / 8))
) / 4;
var rgb:uint = (pcolor << 16) | (pcolor << 8 ) | pcolor;
plasma[i][j] = rgb;
}
}
palette = new Vector.<uint>(100);
for(var x:int = 0; x < 100; x++)
{
var csb:ColorHSV = new ColorHSV(x + 160, (150 - x)*0.01, Math.min(100, (x + 75)*0.01),1);
palette[x] = csb.value;
}
addEventListener(Event.ENTER_FRAME, update);
}
private function update(e:Event):void
{
var targetBmd:BitmapData = cont.bitmapData;
var bytes:ByteArray = byte;
bytes.position = 0;
var paletteShift:int = (getTimer() * 0.1) >> 0;
var pixels:uint = w * h;
for (var i:int = 0; i < pixels; i++)
{
var x:int = (i & 0xFF) >> 0;
var y:int = (i / w) >> 0;
var plNum:uint = ((plasma[x][y] + paletteShift) % 100);
var rgb:uint = palette[ plNum ];
bytes.writeUnsignedInt(rgb);
}
bytes.position = 0;
buffer.lock();
buffer.setPixels(buffer.rect, bytes);
buffer.unlock();
targetBmd.copyPixels(buffer, buffer.rect, zero);
}
}
}