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

forked from: fladdict challenge for amateurs (第12使徒レリエル)

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 Aquioux ( http://wonderfl.net/user/Aquioux )
 * MIT License ( http://www.opensource.org/licenses/mit-license.php )
 * Downloaded from: http://wonderfl.net/c/h4b3
 */

// 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.Shape;
    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;

        private const FADE:ColorTransform = new ColorTransform(1, 1, 1, 0.98, 0, 0, 0, 0);

        private var ballCanvas:Shape = new Shape();

        private var ballBuideX:Number = 240;
        private var ballBuideY:Number = 240;
        private var vX:Number = 0;
        private var vY:Number = 0;
        private const SPRING:Number = 0.012;
        private const FRICTION:Number = 0.89;
         
        public function update():void{
            drawStep();
            fadeStep();
            //transformStep();
            renderStep();
        }
        
        
        public function drawStep():void {
            calcPoint();
            drawBall();
            drawHere.draw(ballCanvas);
        }
        private function calcPoint():void {
            var nowX:Number = stage.mouseX;
            var nowY:Number = stage.mouseY;
            vX += (nowX - ballBuideX) * SPRING;
            vY += (nowY - ballBuideY) * SPRING;
            vX *= FRICTION;
            vY *= FRICTION;
            ballBuideX += vX;
            ballBuideY += vY;
        }
        private function drawBall():void {
            ballCanvas.graphics.clear();
            ballCanvas.graphics.beginFill(0xFFFFFF);
            ballCanvas.graphics.drawCircle(ballBuideX, ballBuideY, 100);
            ballCanvas.graphics.endFill();
        }
    
        /*
        public function transformStep():void
        {
            mat = new Matrix();
            mat.translate(-240,-240);
            mat.scale(1.005,1.005);
            mat.rotate(0.05);
            mat.translate(240,240);
        }
        */
        
        
        public function renderStep():void{
            canvas.draw(drawHere, null, null, BlendMode.DIFFERENCE);
        }
        
        
        public function fadeStep():void {
            drawHere.colorTransform(drawHere.rect, FADE);
        }
        
        
        /**
         * ---------------------------------------
         * 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();
        }
    }
}