Theme:
Play with BitmapPatterBuilder.
Purpose of this trial is to find the possibility of the dot pattern.
by Takayuki Fukatsu aka fladdict
Cityscape Maker v0.1
3D Cityscape, with dot pattern windows and 3D fly - To do: Camera flybys.
by Swingpants
/**
* Copyright gabriel0079 ( http://wonderfl.net/user/gabriel0079 )
* MIT License ( http://www.opensource.org/licenses/mit-license.php )
* Downloaded from: http://wonderfl.net/c/cPIP
*/
// forked from swingpants's Cityscape with dot pattern windows
// forked from checkmate's fladdict challenge for professionals
/**
* Theme:
* Play with BitmapPatterBuilder.
* Purpose of this trial is to find the possibility of the dot pattern.
*
* by Takayuki Fukatsu aka fladdict
**/
/**
* Cityscape Maker v0.1
* 3D Cityscape, with dot pattern windows and 3D fly - To do: Camera flybys.
*
* by Swingpants
**/
package
{
import flash.display.Sprite;
import flash.display.MovieClip;
import flash.display.BitmapData
import flash.events.Event;
import flash.display.Graphics;
import flash.display.StageQuality
import flash.text.*;
import flash.geom.Point;
import org.papervision3d.materials.ColorMaterial;
import org.papervision3d.objects.primitives.Plane;
import org.papervision3d.objects.primitives.Cube;
import org.papervision3d.objects.primitives.Cylinder;
import org.papervision3d.scenes.Scene3D;
import org.papervision3d.view.Viewport3D;
import org.papervision3d.cameras.Camera3D;
import org.papervision3d.render.BasicRenderEngine;
import org.papervision3d.materials.shadematerials.FlatShadeMaterial
import org.papervision3d.materials.utils.MaterialsList
import org.papervision3d.materials.special.CompositeMaterial
import org.papervision3d.materials.ColorMaterial;
import org.papervision3d.materials.BitmapMaterial
import org.papervision3d.materials.*
import org.papervision3d.lights.PointLight3D;
import org.papervision3d.objects.DisplayObject3D
import caurina.transitions.*;
import net.hires.debug.Stats;
[SWF(width=480, height=480, backgroundColor=0x000000)]
public class Professional extends Sprite
{
private var tf:TextField=new TextField()
public var renderer:BasicRenderEngine = new BasicRenderEngine();;
public var camera:Camera3D = new Camera3D();
public var viewport:Viewport3D = new Viewport3D(600,600);
public var scene:Scene3D = new Scene3D();
public var mat:ColorMaterial = new ColorMaterial(0xFF0000);
public var cubeMat:CompositeMaterial
public var materialsList:MaterialsList = new MaterialsList();
public var cube:Cube
public var cylinder:Cylinder
public var cubeSize:int=200
public var panelMaterial:BitmapMaterial
public var container3d:DisplayObject3D=new DisplayObject3D()
public var window_pattern1:Array=[
[0,0,0,0,0,0],
[0,1,1,1,1,0],
[0,1,2,2,1,0],
[0,1,2,2,1,0],
[0,1,1,1,1,0],
[0,0,0,0,0,0]]
public var window_pattern2:Array=[
[2,2,2,2,2,2],
[2,1,1,1,1,2],
[2,1,1,1,1,2],
[2,1,1,1,1,2],
[2,1,1,1,1,2],
[2,2,2,2,2,2]]
public var window_pattern3:Array=[
[1,1,1,1,1,1],
[1,0,0,0,0,1],
[1,0,0,0,0,1],
[1,0,0,0,0,1],
[1,0,0,0,0,1],
[1,0,0,0,0,1]]
public var window_pattern4:Array=[
[1,1,1,1,1,1],
[2,1,0,0,0,1],
[2,0,1,0,0,1],
[2,0,0,1,0,1],
[2,0,0,0,1,1],
[2,2,2,2,2,1]]
public var window_pattern5:Array=[
[0,0,0,0,0,0],
[0,0,0,0,0,0],
[0,0,1,1,1,0],
[0,0,1,2,1,0],
[0,0,1,1,1,0],
[0,0,0,0,0,0]]
public var windows:Array=[window_pattern1,window_pattern2,window_pattern3,window_pattern4,window_pattern4]
private var col1:uint=0xff000000;
private var col2:uint=0xff555555;
private var col3:uint=0xffDDDDDD;
private var colour_array:Array=[col1,col2,col3]
private var dir:int=15;
private const maxNumLevels:int=5
private const maxBaseSize:int=125
private var buildingLevels:Array=[]
private var buildings:Array=[]
private var grid_width:int=5
private var grid_height:int=6
private var cam_horiz:Boolean=false
private var cam_pos:Point=new Point(Math.floor(grid_width/2),0)
private var cam_target:Point=new Point(cam_pos.x,Math.floor(grid_height/2))
private var diff:Number
public function Professional()
{
scene.addChild(container3d)
camera.x = 30;
camera.y = 100
camera.z = -15*cubeSize;
camera.zoom = 30;
camera.focus = 60;
//camera.lookAt(container3d)
addChild(viewport)
createCityGrid(grid_width,grid_height) //Build the city
addEventListener(Event.ENTER_FRAME,oef);
tf.textColor=0xffffff
addChild(tf)
stage.quality=StageQuality.LOW
//var s:Stats = new Stats();
//addChild(s);
}
public function createCityGrid(rows:int,cols:int):void
{
buildings=[]
for(var i:int=0;i<cols;i++)
{
for(var j:int=0;j<rows;j++)
{
var tower:DisplayObject3D=createBuilding()
tower.x=j*maxBaseSize*2//+maxBaseSize*4
tower.z=i*maxBaseSize*2//+maxBaseSize*4
container3d.addChild(tower)
buildings.push(tower)
}
}
container3d.x-=rows*maxBaseSize
}
//#######Testing logic to randomise buildings - still needs lots of tweaking########
private function createBuilding():DisplayObject3D
{
var container:DisplayObject3D=new DisplayObject3D()
var levels:int=Math.ceil(Math.random()*maxNumLevels)
var maxHeight:int=levels*maxBaseSize*(0.5+(Math.random()*0.5))
var rnd:int
var w:int=maxBaseSize*0.75 + maxBaseSize*Math.random()*0.25
var h:int=maxHeight*0.5 + maxHeight*Math.random()*0.5
maxHeight-=h
var d:int=maxBaseSize*0.5 + maxBaseSize*Math.random()*0.5
var ypos:int=0
var buildingLevels:Array=[]
for(var i:int=0;i<levels;i++)
{
ypos+=Math.ceil(h*0.5)
rnd=Math.floor(Math.random()*10)
switch(rnd) //Ropey method of slanting the results towards the cube and restricting the tapered cylinder - need to improve...
{
case 0://Cube
case 1:
case 2:
case 3:
case 4:
case 5:
case 6:
buildingLevels.push(buildCube(w,d,h))
break;
case 7://Cylinder
case 8:
if(i==0)
{
buildingLevels.push(buildCylinder(w*0.5,h))
}
else
{
w*=0.7//Reduce size of cylinder if not 1st
buildingLevels.push(buildCylinder(w,h))
}
break;
case 9://Tapered cylinder
if(i!=0)w*=0.7//Reduce size of cylinder if not 1st
buildingLevels.push(buildCylinder(w,h,true))
w*=0.6
break;
}
buildingLevels[i].y=ypos
ypos+=Math.ceil(h*0.5)
w*=0.4+Math.random()*0.4
d*=0.4+Math.random()*0.4
h=maxHeight*0.2+maxHeight*Math.random()
maxHeight-=h
container.addChild(buildingLevels[i])
}
return container
}
private function clearBuilding():void
{
var len:int=buildingLevels.length
for (var i:int=0;i<len;i++)
{
container3d.removeChild(buildingLevels[i])
}
buildingLevels=[]
}
private function buildCylinder(r:Number=100,h:Number=1000,tapered:Boolean=false):Cylinder
{
var cyl:Cylinder=new Cylinder(createDotTexture(r,h,false),r,h,8,6,tapered?r*0.8:-1,true,false)
return cyl
}
private function buildCube(w:int=200,h:int=200,d:int=200):Cube
{
var cubeMatList:MaterialsList = new MaterialsList( );
var main_mat:BitmapMaterial=createDotTexture(w,h)
cubeMatList.addMaterial( main_mat, "left" );
cubeMatList.addMaterial( main_mat, "right" );
cubeMatList.addMaterial( main_mat, "front" );
cubeMatList.addMaterial( main_mat, "back" );
cubeMatList.addMaterial( new ColorMaterial(0x333333,1), "top" );
var cubeObj:Cube = new Cube( cubeMatList, w, h, d, 4, 4, 4, 0, Cube.BOTTOM);
// cubeObj.replaceMaterialByName(new ColorMaterial(0xff0000,1), "top");
return cubeObj
}
public function createBitmapMaterialTexture():BitmapMaterial
{
var dot_pattern:Array=choosePattern()
return new BitmapMaterial(BitmapPatternBuilder.build(dot_pattern, colour_array))
}
private function createDotTexture(w:int=200,h:int=200, useBorder:Boolean=true ,win_w:int=20,win_h:int=40):BitmapMaterial
{
var sprite:Sprite=new Sprite()
var dot_pattern:Array=choosePattern()
var border_col:uint=0x666666+Math.ceil(Math.random()*9)*0x111111 //Randomise the border colour (greyscale)
sprite.graphics.beginBitmapFill(BitmapPatternBuilder.build(dot_pattern, colour_array));
if(useBorder)sprite.graphics.lineStyle(5+Math.ceil(Math.random()*5), border_col); //If using a border then have one that is a random width from 5 to 10
sprite.graphics.drawRect(0,0,w,h)
sprite.graphics.lineStyle(5, 0xffffff);
sprite.graphics.endFill()
var bmd_w:int=w>10?w:10
var bmd_h:int=h>10?h:10
var bmd:BitmapData = new BitmapData(bmd_w, bmd_h, false, 0x00000000);
bmd.draw(sprite)
return new BitmapMaterial(bmd)
}
private function choosePattern():Array
{
var rnd:int=Math.floor(Math.random()*windows.length) //Randomly select the pattern to use
return windows[rnd]
}
private function createTexture(w:int=200,h:int=200, win_w:int=20,win_h:int=40):BitmapMaterial
{
w=w>50?w:50 //Set minimum size for width and height
h=h>50?h:50
var sprite:Sprite=new Sprite()
sprite.graphics.lineStyle(10, 0xffffff);
sprite.graphics.drawRect(0,0,w,h)
sprite.graphics.lineStyle(5, 0xffffff);
var win_gap_w:Number=win_w*0.25
var win_gap_h:Number=win_h*0.25
var columns:int=(w-win_w/2)/(win_w+win_gap_w)
var rows:int=(h-win_h/2)/(win_h+win_gap_h)
win_gap_w=(w-columns*win_w)/(columns+1)
win_gap_h=(h-rows*win_h)/(rows+1)
for (var i:int=0;i<columns;i++)
{
for(var j:int=0;j<rows;j++)
{
sprite.graphics.drawRect(win_gap_w+i*(win_w+win_gap_w), win_gap_h+j*(win_h+win_gap_h),win_w,win_h)
}
}
var bmd:BitmapData = new BitmapData(200, 200, false, 0x00000000);
bmd.draw(sprite)
return new BitmapMaterial(bmd)
}
private function rotateAndRaiseCamera():void
{
camera.y+=dir
if(camera.y>1500 || camera.y<50) dir=-dir //Swing camera up and down
camera.lookAt(container3d)
container3d.rotationY+=1.5;
}
//###########CODE TO TRAVEL THROUGH CITY STREETS
private function tweenToNextPoint():void
{
Tweener.addTween(camera,{x:maxBaseSize*2*cam_target.x, z:maxBaseSize*2*cam_target.y,time:diff*0.75,onComplete:rotateToDirection})
}
private function rotateToDirection():void
{
var to_x:int=cam_pos.x
var to_y:int=cam_pos.y
if(cam_horiz)
{
to_x=1+Math.floor(grid_width-1)
if(to_x==cam_pos.x)
{
if((grid_width-to_x)>grid_width*0.5){to_x-=1}
else{to_x+=1}
}
diff=Math.abs(cam_pos.x-to_x)
}
else
{
to_y=1+Math.floor(grid_height-1)
if(to_y==cam_pos.y)
{
if((grid_height-to_x)>grid_height*0.5){to_y-=1}
else{to_y+=1}
}
diff=Math.abs(cam_pos.y-to_y)
}
cam_target.x=to_x
cam_target.y=to_y
Tweener.addTween(camera,{rotationY:angleToPoint(cam_pos,cam_target)-90,time:0.75,onComplete:tweenToNextPoint})
tf.text="ang:"+angleToPoint(cam_pos,cam_target)
}
public function angleToPoint(from:Point, to:Point):Number
{
var dx:Number = to.x - from.x
var dy:Number = to.y - from.y
return Math.atan2(dy,dx) *57.29577951308232 // 180/Math.PI=57.29577951308232
}
//##############OEF LOOP
private function oef(evt:Event):void
{
rotateAndRaiseCamera()
//rotateToDirection()
renderer.renderScene(scene,camera,viewport);
}
}
}
/**-----------------------------------------------------
* Use following BitmapPatternBuilder class
*
* DO NOT CHANGE any codes below this comment.
*
* -----------------------------------------------------
*/
import flash.display.Bitmap;
import flash.display.BitmapData;
import flash.display.Graphics;
class BitmapPatternBuilder{
/**
* creates BitmapData filled with dot pattern.
* First parameter is 2d array that contains color index for each pixels;
* Second parameter contains color reference table.
*
* @parameter pattern:Array 2d array that contains color index for each pixel.
* @parameter colors:Array 1d array that contains color table.
* @returns BitmapData
*/
public static function build(pattern:Array, colors:Array):BitmapData{
var bitmapW:int = pattern[0].length;
var bitmapH:int = pattern.length;
var bmd:BitmapData = new BitmapData(bitmapW,bitmapH,true,0x000000);
for(var yy:int=0; yy<bitmapH; yy++){
for(var xx:int=0; xx<bitmapW; xx++){
var color:int = colors[pattern[yy][xx]];
bmd.setPixel32(xx, yy, color);
}
}
return bmd;
}
/**
* short cut function for Graphics.beginBitmapFill with pattern.
*/
public static function beginBitmapFill(pattern:Array, colors:Array, graphics:Graphics):void{
var bmd:BitmapData = build(pattern, colors);
graphics.beginBitmapFill(bmd);
bmd.dispose();
}
}