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

forked from: Aqua Typography

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by jadhavn07 22 Aug 2012
/**
 * Copyright jadhavn07 ( http://wonderfl.net/user/jadhavn07 )
 * MIT License ( http://www.opensource.org/licenses/mit-license.php )
 * Downloaded from: http://wonderfl.net/c/9fvn
 */

// forked from uwi's Aqua Typography
package {
    import flash.display.*;
    import flash.events.*;
    import flash.filters.BlurFilter;
    import flash.geom.*;
    import flash.text.*;
    import net.wonderfl.utils.FontLoader;
    import com.bit101.components.*;
    
    [SWF(frameRate="60")]
    public class Typography extends Sprite {
        private const W : Number = stage.stageWidth;
        private const H : Number = stage.stageHeight;
            
            private var _tf : TextField; // BitmapData製作用に文字を書くTextField
        private var font : String = "Aqua"; // font name
        
        private var _it : TextField;
        private var _submit : PushButton;
        
          private var _particles : Array;
          private var _tlim : Number; // 終了時刻
          private var _canvas : BitmapData; // ここにかく
          private var _t : Number; // 経過時間
          private var _offset : Number; // 色位相のオフセット
          
        public function Typography() {
                Wonderfl.capture_delay(4);
            
                _canvas = new BitmapData(W, H, false, 0x000000);
                addChild(new Bitmap(_canvas));
                
                _it = new TextField();
                _it.type = "input";
                _it.x = 10;
                _it.y = 10;
                _it.textColor = 0xffffff;
                _it.border = true;
                _it.borderColor = 0x7f7f7f;
                _it.width = 100;
                _it.height = 20;
                addChild(_it); 
                
                _it.text = "wonderfl";
                _submit = new PushButton(this, 120, 10, "go!", onSubmit);
                _submit.width = 40;
                _submit.height = 21;
                _submit.enabled = false;
                
            var fl : FontLoader = new FontLoader();
            fl.load(font);
            fl.addEventListener(Event.COMPLETE, onFontLoaded);
        }
  
          // fontがロードされた
          private function onFontLoaded(e : Event) : void
          {
              _tf = new TextField();
                _tf.defaultTextFormat = new TextFormat(font, 100);
                _tf.autoSize = "left";
                _tf.embedFonts = true;
                _submit.enabled = true;
                
                stage.addEventListener(MouseEvent.CLICK, onClick);
                
                init();
          }
          
            private function onSubmit(e : MouseEvent) : void
            {
                if(_it.text.length == 0)return;
                init();
            }
            
            private function onClick(e : MouseEvent) : void
            {
                if(e.target is TextField || e.target is PushButton)return;
                start();
            }
            
            // 文字列からパーティクルの経路を作成する
            private function init() : void
            {
                if(_it.text == "")return;
                
                // 白抜き作成
                var bmds : Array = [];
                for each(var c : String in _it.text.split('')){
                    if(c == " " || c == " ")continue; // スペースはノーカウント
                    _tf.text = c;
                    var bmd : BitmapData = textFieldToBitmap(_tf, 4);
                    var blurred : BitmapData = new BitmapData(W, H, false, 0xffffff);
                    
                    // 元のBitmapDataにblurをかけ、さらに元のBitmapDataを描く、というのの繰り返しで
                    // 文字の周囲を濃くする
                    bmd.lock();
                    blurred.lock();
                    for(var i : uint = 0;i < 10;i++){
                        blurred.applyFilter(blurred, blurred.rect, new Point(), new BlurFilter(100, 100, 1));
                        blurred.draw(bmd);
                    }
                    // んノックアウトォ!
                    blurred.draw(bmd, null, null, "invert");
                    bmd.dispose();
                    
                    bmds.push(blurred);
                } 
                
                // パーティクルの経路をつくる
                // できた白抜きの黒い部分を経由するように
                _particles = [];
                for(i = 0;i < 2000;i++){
                    var xs : Array = [];
                    var ys : Array = [];
                    var r : Number = (W + H) / 2;
                    var theta : Number = Math.random() * 2 * Math.PI;
                    
                    // 初期値はstageの外
                    xs.push(W / 2 + r * Math.cos(theta)); 
                    ys.push(H / 2 + r * Math.sin(theta));
                    
                    // 各BitmapDataに対して座標をひとつきめる
                    for each(bmd in bmds){
                        while(true){
                            var x : Number = Math.random() * W;
                            var y : Number = Math.random() * H;
                            var pc : uint = bmd.getPixel(x, y) & 0xff;
                            // 黒いほど採用しやすい
                            if(Math.random() < 1 - pc / 210)break;
                        }
                        xs.push(x);
                        ys.push(y);
                    }
                    
                    // 最後もstageの外
                    xs.push(W / 2 + r * Math.cos(theta));
                    ys.push(H / 2 + r * Math.sin(theta));
                    
                    // スプラインの係数を計算して格納
                    var xCoes : Object = Spline.calcCoordinate(xs);
                    var yCoes : Object = Spline.calcCoordinate(ys);
                    _particles.push(new Particle(xCoes, yCoes));
                }
                
                _tlim = bmds.length + 2;
        
                // _bmdsは用済み        
                for each(bmd in bmds){
                    bmd.dispose();
                }
                
                start();
          }
          
          private function start() : void
          {
                _t = 0;
                removeEventListener(Event.ENTER_FRAME, onEnterFrame);
                addEventListener(Event.ENTER_FRAME, onEnterFrame);
                _offset = Math.random() * 2 * Math.PI;
          }
          
          private function onEnterFrame(e : Event) : void
          {
              _canvas.lock();
              // パーティクルの描画
              for each(var p : Particle in _particles){
                  var px : Number = Spline.calc(p.xCoes, _t);
                  var py : Number = Spline.calc(p.yCoes, _t);
                  _canvas.setPixel(px, py, 0xffffff);
              }
              
              // 色減衰
              // 減衰度をまわすことによって色調を変える
              _canvas.colorTransform(_canvas.rect, 
                  new ColorTransform(
                      0.96 + 0.02 * Math.sin(_t + _offset),
                      0.96 + 0.02 * Math.sin(_t + Math.PI * 2 / 3 + _offset),
                      0.96 + 0.02 * Math.sin(_t + Math.PI * 4 / 3 + _offset)
                      ));
              
              _canvas.unlock();
              _t += 0.009;
              if(_t >= _tlim)removeEventListener(Event.ENTER_FRAME, onEnterFrame);
          }
          
          // tfを画面の中央に置いてscale倍してBitmapDataに転写
          private function textFieldToBitmap(tf : TextField, scale : Number = 1) : BitmapData
          {
                var bmd : BitmapData = new BitmapData(W, H, true, 0x00ffffff);
                var mat : Matrix = new Matrix();
                mat.scale(scale, scale);
                mat.translate(W / 2 - tf.width * scale / 2, H / 2 - tf.height * scale / 2);
                bmd.draw(tf, mat);
                return bmd;
        }
    }
}

class Particle
{
    public var xCoes : Object;
    public var yCoes : Object;
    
    public function Particle(xCoes : Object, yCoes : Object) : void
    {
        this.xCoes = xCoes; this.yCoes = yCoes;
    }
}

// @see http://www5d.biglobe.ne.jp/~stssk/maze/spline.html
class Spline {
    public static function calc(cs : Object, t : Number) : Number
    { 
        var p : int = int(t);
        if(p >= cs.a.length)p--;
        if(p < 0)p = 0;
        var dt : Number = t - p;
        return cs.a[p] + (cs.b[p] + (cs.c[p] + cs.d[p] * dt) * dt) * dt;
    }
    
    public static function calcCoordinate(a : Array) : Object
    {
        var n : int = a.length;

        var b : Array = [];
        var c : Array = [];
        var d : Array = [];
        var w : Array = [];

        var i : int;

        c.push(0);
        for(i = 1;i < n - 1;i++){
            c.push(3 * (a[i + 1] - 2 * a[i] + a[i - 1]));
        }
        c.push(0);

        w.push(0);

        for(i = 1;i < n - 1;i++){
            var l : Number = 4.0 - w[i - 1];
            c[i] = (c[i] - c[i - 1]) / l;
            w.push(1.0 / l);
        }
        for(i = n - 2;i > 0;i--){
            c[i] -= c[i + 1] * w[i];
        }


        for(i = 0;i < n - 1;i++){
            d.push((c[i + 1] - c[i]) / 3.0);
            b.push(a[i + 1] - a[i] - c[i] - d[i]);
        }
        b.push(0);
        d.push(0);
            
        return {a : a, b : b, c : c, d : d};
    }
}