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

forked from: fladdict challenge for amateurs

Every frame you get screen caputre of the stage.
* Generate new frame image with using last frames screen capture.
* This is a starting point of recursive generative art.
/**
 * Copyright tocy ( http://wonderfl.net/user/tocy )
 * MIT License ( http://www.opensource.org/licenses/mit-license.php )
 * Downloaded from: http://wonderfl.net/c/ggqv
 */

// forked from checkmate's fladdict challenge for amateurs
/**
 * Every frame you get screen caputre of the stage.
 * Generate new frame image with using last frames screen capture.
 * This is a starting point of recursive generative art.
 */
package {
    import flash.display.Bitmap;
    import flash.display.BitmapData;
    import flash.display.BlendMode;
    import flash.display.Sprite;
    import flash.events.Event;
    import flash.geom.ColorTransform;
    import flash.geom.Matrix;
    import flash.geom.Point;
    
    public class Beginner extends Sprite {
        /**
         * Overwrite this update function.
         * Every frame the function is invoked with two bitmaps.
         * First one contains reference to the stage bitmap.
         * Second one contains static copy of stage.
         */
         
        public var canvas:BitmapData;
        public var drawHere:BitmapData;
        public var mat:Matrix;
         
        public function update():void{
            drawStep();
            transformStep();
            
            renderStep();
            fadeStep();
        }
        
        
        public function drawStep():void {
            for ( var n:int=0; n<5; n++ ) {
                var xx:Number = Math.random()*480;
                var yy:Number = Math.random()*480;
                for ( var i:int=-3; i<4; i++ ) {
                    for ( var j:int=-3; j<4; j++ ) {
                        drawHere.setPixel(
                            //stage.mouseX+i,stage.mouseY+j,
                            xx+i,yy+j,
                            0xFFFFFFFF-0x07000000*j);
                    }
                }
            }
            /*
            drawHere.setPixel(
                Math.random()*480,
                Math.random()*480,
                0xffffffff);
            */
        }
    
        
        public function transformStep():void
        {
            mat = new Matrix();
            mat.translate(-stage.mouseX,-stage.mouseY);
            //mat.scale(1.500,1.005);
            mat.scale(0.98,0.98);
            mat.rotate(0.05);
            mat.translate(stage.mouseX,stage.mouseY);
        }
        
        
        public function renderStep():void{
            canvas.draw(drawHere, mat, null,BlendMode.SCREEN);
        }
        
        
        public function fadeStep():void
        {
            /*
            canvas.colorTransform(drawHere.rect,
                new ColorTransform(
                    Math.random()*0.4+0.6,
                    Math.random()*0.4+0.6,
                    Math.random()*0.4+0.6,
                    1,0,0,0,0));
            */
           canvas.colorTransform(drawHere.rect,
                new ColorTransform(
                    0.97,
                    0.80,
                    0.80,
                    0.58,
                    0,0,0,0));
        }
        
        
        /**
         * ---------------------------------------
         * DO NOT CHANGE FOLLOWING CODES
         * DO NOT ACCESS FOLLOWING PROPERTIES DIRECTLY
         * ---------------------------------------
        */
        
       
        private var bitmap:Bitmap;
        
        
        public function Beginner() {
            canvas = new BitmapData(480,480,false,0x000000);
            bitmap = new Bitmap(canvas);
            addChild(bitmap);
            addEventListener(Event.ENTER_FRAME, _update);
        }
        
        public function _update(e:Event):void{
            if(drawHere)
                drawHere.dispose();
            drawHere = canvas.clone();
            update();
        }
    }
}