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

forked from: ff: Rainbow Tube

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by bradsedito 14 Jan 2011
/**
 * Copyright bradsedito ( http://wonderfl.net/user/bradsedito )
 * MIT License ( http://www.opensource.org/licenses/mit-license.php )
 * Downloaded from: http://wonderfl.net/c/dNn2
 */

// forked from matacat's ff: Rainbow Tube
package
{
    import flash.display.*;
    import flash.events.*;
    import flash.filters.*;
    import flash.geom.*;
    import frocessing.color.*;
    
    public class Test extends Sprite
    {
        private const VERTEX:int   = 10;
        private const LINE:int     = 1;
        private const THICK:Number = 10;
        private const ALPHA:Number = 1;
        private const SPEED:Number = 1;
        
        private const W:int      = stage.stageWidth / 2;
        private const H:int      = stage.stageHeight / 2;
        private const HUE:Number = 90 / LINE;
        
        private var o:Circular          = new Circular(                W, H,             50,   1, 1);
        private var r:Circular          = new Circular((W<H?W:H) /4, 0, (W<H?W:H) / 4, .5, 1);
        private var v:Vector.<Circular> = new Vector.<Circular>(VERTEX, true);
        private var l:Vector.<Circular> = new Vector.<Circular>(LINE, false);
        private var cmd:Vector.<int>    = new Vector.<int>(VERTEX + 1, true);
        private var dat:Vector.<Number> = new Vector.<Number>(VERTEX + 1 << 1, true);
        
        private var hsv:ColorHSV      = new ColorHSV(1, 1, 1);
        private var shp:Shape         = new Shape();
        private var bmd:BitmapData    = new BitmapData(W * 2, H * 2, false, 0x000000);
        private var buf:BitmapData    = bmd.clone();
        private var pt:Point          = new Point();
        private var bf:BlurFilter     = new BlurFilter(32, 32);
        private var ct:ColorTransform = new ColorTransform(0.9, 0.9, 0.9);
        
        public function Test()
        {
            var i:int;
            for (i = 0; i < VERTEX; i++) v[i] = new Circular(o.x, o.y, r.x, 0.25, 360 * i / VERTEX);
            for (i = 0; i < LINE; i++)   l[i] = new Circular(  0,   0,   0,    0, 360 * i / LINE);
            
            cmd[0] = 1;
            for (i = 1; i <= VERTEX; i++) cmd[i] = 2;
            
            addChild(new Bitmap(bmd));
            addEventListener(Event.ENTER_FRAME, onEnterFrame);
        }
        
        private function onEnterFrame(e:Event):void
        {
            var i:int, j:int;
            
            shp.graphics.clear();
            hsv.h = Circular.t;
            
            for (i = 0; i < LINE; i++) {
                for (j = 0; j < VERTEX; j++) {
                    l[i].ox = v[j].x;
                    l[i].oy = v[j].y;
                    l[i].r  = r.x / 4;
                    l[i].w  = j * j / VERTEX + SPEED;
                    
                    dat[j*2>>0]   = l[i].x;
                    dat[j*2+1>>0] = l[i].y;
                }
                dat[j*2>>0]   = dat[0];
                dat[j*2+1>>0] = dat[1];
                
                shp.graphics.lineStyle(THICK, hsv.value, ALPHA);
                shp.graphics.drawPath(cmd, dat);
                hsv.h += HUE;
            }
            
            buf.applyFilter(bmd, bmd.rect, pt, bf);
            buf.colorTransform(buf.rect, ct);
            buf.draw(shp);
            bmd.copyPixels(buf, buf.rect, pt);
            
            Circular.t += 1;
            for (i = 0; i < VERTEX; i++) {
                v[i].ox = o.x;
                v[i].oy = o.y;
                v[i].r  = r.x;
            }
        }
    }
}

class Circular
{
    private static const P:Number = Math.PI / 180;
    public  static var   t:Number = 0;  // deg
    
    // 円運動の中心
    public var ox:Number;
    public var oy:Number;
    // 円運動の半径
    public var r:Number;
    // 円運動の角速度
    public var w:Number;
    // 初期位相
    public var a:Number;
    
    public function Circular(
        ox:Number = 360,   // px
        oy:Number = 360,   // px
        r:Number  = 360,  // px
        w:Number  = 360,   // deg
        a:Number  = 360    // deg
    ) {
        this.ox = ox;
        this.oy = oy;
        this.r  = r;
        this.w  = w;
        this.a  = a;
    }
    
    public function get x():Number
    {
        return Math.cos((w * t + a) * P) * r + ox;
    }
    
    public function get y():Number
    {
        return Math.sin((w * t + a) * P) * r + oy;
    }
}