レンズフレア
レンズフレアのテスト
/**
* Copyright tencho ( http://wonderfl.net/user/tencho )
* MIT License ( http://www.opensource.org/licenses/mit-license.php )
* Downloaded from: http://wonderfl.net/c/i0dL
*/
/**
* レンズフレアのテスト
*/
package {
import com.bit101.components.PushButton;
import com.bit101.components.Style;
import flash.display.BitmapData;
import flash.display.Sprite;
import flash.display.StageQuality;
import flash.events.Event;
import flash.events.MouseEvent;
import flash.filters.GlowFilter;
import flash.geom.Point;
import flash.utils.getTimer;
import net.hires.debug.Stats;
import org.papervision3d.core.geom.Lines3D;
import org.papervision3d.core.geom.renderables.Triangle3D;
import org.papervision3d.core.geom.renderables.Vertex3D;
import org.papervision3d.core.geom.TriangleMesh3D;
import org.papervision3d.core.math.Number3D;
import org.papervision3d.materials.BitmapMaterial;
import org.papervision3d.materials.ColorMaterial;
import org.papervision3d.materials.special.LineMaterial;
import org.papervision3d.materials.utils.MaterialsList;
import org.papervision3d.objects.DisplayObject3D;
import org.papervision3d.objects.primitives.Cube;
import org.papervision3d.objects.primitives.Plane;
import org.papervision3d.Papervision3D;
import org.papervision3d.view.BasicView;
import org.papervision3d.view.BitmapViewport3D;
[SWF(width = "465", height = "465", frameRate = "60", backgroundColor = "#000000")]
public class Lensflare extends Sprite {
private const RADIAN:Number = Math.PI / 180;
private var _bgColor:uint = 0x4DA7FA;
private var _horizonColor:uint = 0x9CC8F5;
private var _sky:Sprite;
private var _lensEfx:LensEffect;
private var _view:BasicView;
private var _cars:Vector.<Car> = new Vector.<Car>();
private var _sun:DisplayObject3D;
private var _cameraPos:Number3D = new Number3D();
private var _cameraTarget:DisplayObject3D;
private var _horizonTarget:DisplayObject3D;
private var _cameraMode:Boolean = true;
private var _isDrag:Boolean = false;
private var _clickPosition:Point;
private var _saveRotation:Number;
private var _saveAngle:Number;
private var _cameraRotation:Number = 120;
private var _cameraAngle:Number = 1;
private var _cameraRadius:Number = 370;
public function Lensflare() {
if (stage) init();
else addEventListener(Event.ADDED_TO_STAGE, init);
}
private function init(e:Event = null):void {
removeEventListener(Event.ADDED_TO_STAGE, init);
stage.frameRate = 60;
stage.quality = StageQuality.LOW;
Display.setSize(stage.stageWidth, stage.stageHeight);
Papervision3D.PAPERLOGGER.unregisterLogger(Papervision3D.PAPERLOGGER.traceLogger);
_view = new BasicView(Display.width, Display.height, true, false, "Free");
_view.viewport = new BitmapViewport3D(Display.width, Display.height, false, true);
//マウス操作用
_clickPosition = new Point();
_view.viewport.addEventListener(MouseEvent.MOUSE_DOWN, onMsDown);
stage.addEventListener(MouseEvent.MOUSE_UP, onMsUp);
stage.addEventListener(Event.MOUSE_LEAVE, onMsUp);
stage.addEventListener(MouseEvent.MOUSE_MOVE, onMsMove);
//背景
_sky = new Sprite();
_sky.addChild(Painter.createGradientRect(Display.width, Display.height, [_bgColor, _horizonColor], [1, 1], [], 90, 0, -Display.height));
_sky.addChild(Painter.createGradientRect(Display.width, Display.height, [0x000000, 0x444444], [1, 1], [], 90));
//スクリーン座標取得用の太陽
_sun = _view.scene.addChild(new DisplayObject3D());
_sun.position = new Number3D(20000, 10500, -20000);
_sun.autoCalcScreenCoords = true;
_horizonTarget = _view.scene.addChild(new DisplayObject3D());
_horizonTarget.autoCalcScreenCoords = true;
_cameraTarget = _view.scene.addChild(new DisplayObject3D());
//街モデル生成
_view.scene.addChild(createCity());
//車配置
for (var i:int = 0; i < 8; i++) {
var car:Car = new Car(i * 60, !(i % 2));
_cars.push(car);
_view.scene.addChild(car);
}
//レンズフレア
_lensEfx = new LensEffect();
_lensEfx.init(stage);
_lensEfx.x = Display.center.x;
_lensEfx.y = Display.center.y;
addChild(Painter.createGradientRect(Display.width, Display.height, [_bgColor], [1]));
addChild(_sky);
addChild(_view.viewport);
addChild(_lensEfx);
addChild(new Stats());
Style.BUTTON_FACE = Style.BACKGROUND = 0;
Style.LABEL_TEXT = 0xFFFFFF;
new PushButton(this, 360, 5, "CAMERA: AUTO", onClickCamera);
//レンダリング開始
onEnter(null);
addEventListener(Event.ENTER_FRAME, onEnter);
}
private function onClickCamera(e:MouseEvent):void{
_cameraMode = !_cameraMode;
PushButton(e.currentTarget).label = "CAMERA: " + ["DRAG", "AUTO"][int(_cameraMode)];
}
private function onMsDown(e:MouseEvent):void {
_isDrag = true;
_clickPosition = new Point(stage.mouseX, stage.mouseY);
_saveAngle = _cameraAngle;
_saveRotation = _cameraRotation;
}
private function onMsUp(...arg):void {
_isDrag = false;
}
private function onMsMove(e:MouseEvent):void {
if (!_isDrag || _cameraMode) return;
_cameraRotation = _saveRotation - (stage.mouseX - _clickPosition.x) / 10;
_cameraAngle = Math.max(1, Math.min(40, _saveAngle + (stage.mouseY - _clickPosition.y) / 10));
}
//毎フレーム処理
private function onEnter(e:Event):void {
var time:int = getTimer() + 88400;
//車を動かす
for each (var car:Car in _cars) car.update();
//カメラ移動
if (_cameraMode) {
_cameraTarget.x = Math.cos(RADIAN * (time / 24)) * 100;
_cameraTarget.z = Math.sin(RADIAN * (time / 28)) * 100;
_cameraTarget.y = 100;
_cameraPos.reset(Math.cos(RADIAN * (time / 40)) * 350, 15, Math.cos(RADIAN * (time / 50)) * 350);
} else {
_cameraTarget.x = 0;
_cameraTarget.y = 100;
_cameraTarget.z = 0;
var perXZ:Number = Math.cos(RADIAN * _cameraAngle);
_cameraPos.x = Math.cos(RADIAN * _cameraRotation) * _cameraRadius * perXZ;
_cameraPos.z = Math.sin(RADIAN * _cameraRotation) * _cameraRadius * perXZ;
_cameraPos.y = Math.sin(RADIAN * _cameraAngle) * _cameraRadius;
}
_view.camera.position = _cameraPos;
_view.camera.lookAt(_cameraTarget);
//地平線用オブジェクトをカメラの前方に移動
var lookRadian:Number = Math.atan2(_cameraTarget.z - _view.camera.z, _cameraTarget.x - _view.camera.x);
_horizonTarget.x = _view.camera.x + Math.cos(lookRadian) * 100000;
_horizonTarget.z = _view.camera.z + Math.sin(lookRadian) * 100000;
//レンダリング
_view.singleRender();
//地平線の高さに背景を合わせる
_sky.y = _horizonTarget.screen.y + Display.center.y;
var sunPos:Point = new Point(_sun.screen.x + Display.center.x, _sun.screen.y + Display.center.y);
//太陽が遮蔽物にどのくらいの割合で隠れているかの割合を計算
var blurArea:int = 3;
var per1:Number = 0;
for (var px:int = sunPos.x - blurArea; px <= sunPos.x + blurArea; px++) {
for (var py:int = sunPos.y - blurArea; py <= sunPos.y + blurArea; py++) {
per1 += 1 - (BitmapViewport3D(_view.viewport).bitmapData.getPixel32(px, py) >>> 24) / 0xFF;
}
}
per1 /= (blurArea * 2 + 1) * (blurArea * 2 + 1);
//太陽が画面中央にどれだけ近いかの割合を計算
var per2:Number = Math.max(0, 1 - sunPos.subtract(Display.center).length / 600);
var efxPower:Number = (_sun.screen.z <= 0 )? 0 : per1 * per2;
_lensEfx.rotateFlash();
_lensEfx.setSunPosition(_sun.screen.x, _sun.screen.y);
_lensEfx.setPower(efxPower);
}
//ステージモデルを生成
private function createCity():DisplayObject3D {
var planeColor:ColorMaterial = new ColorMaterial(0x000000);
planeColor.doubleSided = true;
var sideColor:ColorMaterial = new ColorMaterial(0x000000);
var gradientBmp:BitmapData = new BitmapData(50, 50, true, 0x00000000);
gradientBmp.draw(Painter.createGradientRect(50, 50, [0x000000, 0x000000], [1, 0], [0.5, 1], -90));
var gradientColor:BitmapMaterial = new BitmapMaterial(gradientBmp);
gradientColor.doubleSided = true;
var d:DisplayObject3D = new DisplayObject3D();
var roadWidth:Number = 30;
var poleWidth:Number = 5;
//螺旋状の道路
var roadMesh:TriangleMesh3D = d.addChild(new TriangleMesh3D(planeColor, [], [])) as TriangleMesh3D;
var lines:Lines3D = d.addChild(new Lines3D(new LineMaterial(0x000000, 1))) as Lines3D;
var i:int;
for (i = 0; i <= 720; i += 20) {
var radius:Number = 80 + i / 3;
var h:Number = i / 6;
var v0:Vertex3D = new Vertex3D(Math.cos(RADIAN * i) * radius, h, Math.sin(RADIAN * i) * radius);
var v1:Vertex3D = new Vertex3D(Math.cos(RADIAN * i) * (radius + roadWidth), h, Math.sin(RADIAN * i) * (radius + roadWidth));
roadMesh.geometry.vertices.push(v0, v1);
if (i) {
var pole1:Plane = d.addChild(new Plane(planeColor, poleWidth, h, 1, 1)) as Plane;
var pole2:Plane = d.addChild(new Plane(planeColor, poleWidth, h, 1, 1)) as Plane;
pole1.position = new Number3D(Math.cos(RADIAN * i) * (radius + poleWidth/2), h/2, Math.sin(RADIAN * i) * (radius + poleWidth/2));
pole2.position = new Number3D(Math.cos(RADIAN * i) * (radius + roadWidth - poleWidth/2), h/2, Math.sin(RADIAN * i) * (radius + roadWidth - poleWidth/2));
pole1.rotationY = pole2.rotationY = -i % 360;
if (i/20 % 2) {
lines.addNewLine(2, pole1.x, h, pole1.z, pole1.x, h+10, pole1.z);
lines.addNewLine(2, pole2.x, h, pole2.z, pole2.x, h+10, pole2.z);
lines.addNewLine(2, pole1.x, h + 10, pole1.z, pole2.x, h + 10, pole2.z);
}
}
}
for (i = 0; i < roadMesh.geometry.vertices.length - 2; i += 2) {
var vt0:Vertex3D = roadMesh.geometry.vertices[i];
var vt1:Vertex3D = roadMesh.geometry.vertices[i + 1];
var vt2:Vertex3D = roadMesh.geometry.vertices[i + 2];
var vt3:Vertex3D = roadMesh.geometry.vertices[i + 3];
roadMesh.geometry.faces.push(new Triangle3D(roadMesh, [vt0, vt1, vt3]));
roadMesh.geometry.faces.push(new Triangle3D(roadMesh, [vt0, vt3, vt2]));
}
roadMesh.geometry.ready = true;
roadMesh.geometry.flipFaces();
var road2:Plane = d.addChild(new Plane(gradientColor, roadWidth, 400, 1, 4)) as Plane;
road2.position = new Number3D(320+roadWidth/2, 120, 400/2);
road2.rotationX = 90;
//高層ビル
var sizeX:int = 5;
var sizeY:int = 7;
var padding:Number = 25;
var noiseMap:BitmapData = new BitmapData(sizeX, sizeY, true, 0xFFFFFFFF);
noiseMap.noise(1234, 0, 255, 7, true);
noiseMap.applyFilter(noiseMap, noiseMap.rect, new Point(), new GlowFilter(0x000000, 1, 2, 2, 2, 2, true));
var len:int = sizeX * sizeY;
for (i = 0; i < len; i++) {
var px:int = i % sizeX;
var py:int = i / sizeY;
var per:Number = (noiseMap.getPixel(px, py) >> 16 & 0xFF) / 0xFF;
if (per > 0.1 && px != 2 && py != 3) {
var cubeHeight:Number = per * 400;
var building:Cube = d.addChild(new Cube(new MaterialsList( { all:sideColor } ), 20, 20, cubeHeight)) as Cube;
building.position = new Number3D((px - sizeX / 2) * padding, cubeHeight / 2, (py - sizeY / 2) * padding);
}
}
return d;
}
}
}
import flash.display.Bitmap;
import flash.display.BitmapData;
import flash.display.BlendMode;
import flash.display.Sprite;
import flash.display.Stage;
import flash.display.StageQuality;
import flash.filters.BlurFilter;
import flash.filters.GlowFilter;
import flash.geom.Matrix;
import flash.geom.Point;
import flash.geom.Rectangle;
import flash.utils.Dictionary;
import flash.utils.getTimer;
import org.papervision3d.materials.ColorMaterial;
import org.papervision3d.materials.utils.MaterialsList;
import org.papervision3d.objects.primitives.Cube;
class Painter {
/**
* グラデーションスプライト生成
*/
static public function createGradientRect(width:Number, height:Number, colors:Array, alphas:Array, ratios:Array = null, rotation:Number = 0, x:Number = 0, y:Number = 0):Sprite {
var i:int;
if (!ratios) ratios = [];
if(!ratios.length) for (i = 0; i < colors.length; i++) ratios.push(int(255 * i / (colors.length - 1)));
else for (i = 0; i < ratios.length; i++) ratios[i] = Math.round(ratios[i] * 255);
var sp:Sprite = new Sprite();
var mtx:Matrix = new Matrix();
mtx.createGradientBox(width, height, Math.PI / 180 * rotation, 0, 0);
if (colors.length == 1 && alphas.length == 1) sp.graphics.beginFill(colors[0], alphas[0]);
else sp.graphics.beginGradientFill("linear", colors, alphas, ratios, mtx);
sp.graphics.drawRect(0, 0, width, height);
sp.graphics.endFill();
sp.x = x;
sp.y = y;
return sp;
}
/**
* スプライトをキャプチャしてBitmap化する
* @param target キャプチャするSprite
* @param smooth Bitmapのsmoothに設定する値
* @param stage Stageクラスを渡すと最高画質でキャプチャします
*/
static public function captureSprite(target:Sprite, smooth:Boolean = true, stage:Stage = null):Sprite {
var sp:Sprite = new Sprite();
sp.blendMode = target.blendMode;
if (stage) {
//キャプチャする瞬間だけ最高画質にする
var saveQuality:String = stage.quality;
stage.quality = StageQuality.BEST;
}
var rect:Rectangle = getFilterBounds(target);
var bmd:BitmapData = new BitmapData(rect.width, rect.height, true, 0);
bmd.draw(target, new Matrix(1, 0, 0, 1, -rect.x, -rect.y));
if(stage) stage.quality = saveQuality;
var bmp:Bitmap = sp.addChild(new Bitmap(bmd, "auto", smooth)) as Bitmap;
bmp.x = rect.x;
bmp.y = rect.y;
return sp;
}
/**
* フィルターも含めたSpriteの矩形範囲を返す
* @param target サイズを調べるSprite
* @return
*/
static public function getFilterBounds(target:Sprite):Rectangle {
var rect:Rectangle = target.getBounds(target);
if (!rect.width) rect.width = 1;
if (!rect.height) rect.height = 1;
var bmd:BitmapData;
var basePos:Point = rect.topLeft;
rect.x = rect.y = 0;
for each (var filter:* in target.filters) {
bmd = new BitmapData(rect.width, rect.height, true, 0);
rect = bmd.generateFilterRect(rect, filter);
basePos.offset(rect.x, rect.y);
rect.x = rect.y = 0;
}
rect.offsetPoint(basePos);
return rect;
}
}
/**
* レンズフレアクラス
* このスプライトを画面中央に配置して使う
*/
class LensEffect extends Sprite {
private const ORB_COLOR:uint = 0xC7C677;
private var _ratios:Dictionary = new Dictionary();
private var _ghosts:Vector.<Sprite> = new Vector.<Sprite>();
private var _sun:Sprite;
private var _sunRing:Sprite;
private var _sunStar:Sprite;
private var _sunGlow:Sprite;
private var _sunGlow2:Sprite;
private var _sunLine:Sprite;
private var _sunFlash1:Sprite;
private var _sunFlash2:Sprite;
private var _stage:Stage;
public function LensEffect() {
}
public function init(stage:Stage):void {
_stage = stage;
mouseChildren = mouseEnabled = false;
_sun = addChild(createSun()) as Sprite;
//リングを生成
var ringSizes:Array = [60, 120];
var ringRatios:Array = [-0.3, -0.7];
for (var i:int = 0; i < ringSizes.length; i++) {
var ring:Sprite = addChild(createFlare(ringSizes[i])) as Sprite;
_ghosts.push(ring);
_ratios[ring] = ringRatios[i];
}
//オーブを生成
var orbSizes:Array = [15, 5, 10, 6, 60];
for (var n:int = 0; n < orbSizes.length; n++) {
var orb:Sprite = addChild(createOrb(orbSizes[n], ORB_COLOR)) as Sprite;
_ghosts.push(orb);
_ratios[orb] = 0.7 - n * 0.4;
}
}
/**
* 太陽の放射エフェクトを回転
*/
public function rotateFlash():void {
var rot:Number = getTimer() / 200 % 360;
_sunFlash1.rotation = -rot;
_sunFlash2.rotation = rot;
}
/**
* レンズフレアの強さ(0~1)を設定
* @param per
*/
public function setPower(per:Number):void {
visible = !!per;
if (!per) return;
_sunRing.alpha = 0.1 * per;
_sunStar.scaleX = _sunStar.scaleY = per;
_sunFlash1.alpha = 0.2 * per;
_sunFlash2.alpha = 0.1 * per;
_sunLine.width = 500 * per * 2;
_sunLine.height = 15 * per * 2;
_sunLine.alpha = 0.2 * per;
_sunGlow.scaleX = _sunGlow.scaleY = per;
_sunGlow2.alpha = per * 0.5 - 0.2;
for each(var orb:Sprite in _ghosts) orb.alpha = per;
}
/**
* 太陽の位置を画面の中心からのオフセットで指定
* @param px
* @param py
*/
public function setSunPosition(px:Number, py:Number):void {
_sun.x = int(px);
_sun.y = int(py);
for each(var orb:Sprite in _ghosts) {
orb.x = int(px * _ratios[orb]);
orb.y = int(py * _ratios[orb]);
//虹リングだった場合
if (orb.numChildren >= 2) {
var ringRay:Sprite = orb.getChildAt(1) as Sprite;
ringRay.x = int(px / 5);
ringRay.y = int(py / 5);
}
}
}
//太陽セットを生成
private function createSun():Sprite {
var sp:Sprite = new Sprite();
_sunRing = sp.addChild(createRing(100)) as Sprite;
_sunFlash1 = sp.addChild(createFlash(150, 20, 0x5977AD)) as Sprite;
_sunFlash2 = sp.addChild(createFlash(120, 50, 0xFFFFFF)) as Sprite;
_sunStar = sp.addChild(createStar(100, 6, 0.03, 0xFFFFFF, 4)) as Sprite;
_sunStar.rotation = 15;
_sunLine = sp.addChild(createGlow(500, 0xFFFFFF)) as Sprite;
_sunGlow = sp.addChild(createGlow(30, 0xFFFFFF)) as Sprite;
_sunGlow2 = sp.addChild(createGlow(150, 0xFFDD88)) as Sprite;
sp.blendMode = BlendMode.ADD;
return sp;
}
//虹リングセットを生成
private function createFlare(size:Number = 100):Sprite {
var ring:Sprite = createRing(size);
ring.alpha = 0.5;
var ray:Sprite = new Sprite();
ray.addChild(createStar(size*2, 100, 0.2));
ray.addChild(createStar(size*2.5, 175, 0.15));
ray.addChild(createGlow(size, 0x000000));
var sp:Sprite = new Sprite();
sp.addChild(ring);
sp.addChild(Painter.captureSprite(ray, false, _stage));
sp.blendMode = BlendMode.ADD;
return sp;
}
//光の放射イメージを生成
private function createFlash(size:Number = 100, count:int = 50, color:uint = 0xffffff):Sprite {
var sp:Sprite = new Sprite();
sp.graphics.lineStyle();
var mat:Matrix = new Matrix();
mat.createGradientBox(size * 2, size * 2, 0, -size, -size);
sp.graphics.beginGradientFill("radial", [color, color], [1, 0], [0, 255], mat);
sp.graphics.drawCircle(0, 0, size);
sp.graphics.endFill();
sp.graphics.beginFill(0x000000, 1);
var random:Array = new Array();
var total:Number = 0;
for (var n:int = 0; n < count*2; n ++) {
total += Math.random() * 50 + 10;
random.push(total);
}
for (var m:int = 0; m < random.length; m ++) {
random[m] /= total / 360;
var px:Number = Math.cos(Math.PI/180 * random[m]) * (size*1.2);
var py:Number = Math.sin(Math.PI/180 * random[m]) * (size*1.2);
if (m % 2) {
sp.graphics.moveTo(px, py);
}else {
sp.graphics.lineTo(px, py);
sp.graphics.lineTo(0, 0);
}
}
sp.graphics.endFill();
sp.filters = [new BlurFilter(2, 2, 3)];
return Painter.captureSprite(sp, false, _stage);
}
//オーブイメージを生成
private function createOrb(size:Number = 100, color:uint = 0xFFFFFF):Sprite {
var sp:Sprite = new Sprite();
sp.graphics.lineStyle();
var mat:Matrix = new Matrix();
mat.createGradientBox(size * 2, size * 2, 0, -size, -size);
sp.graphics.beginGradientFill("radial", [color, color], [0.2, 1], [0, 255], mat);
sp.graphics.drawCircle(0, 0, size);
sp.graphics.endFill();
sp.filters = [new GlowFilter(color, 1, 3, 3, 1, 3, false, true), new BlurFilter(2, 2, 3)];
sp.blendMode = BlendMode.ADD;
return Painter.captureSprite(sp, false, _stage);
}
//グローイメージを生成
private function createGlow(size:Number = 100, color:uint = 0xFFFFFF):Sprite {
var sp:Sprite = new Sprite();
sp.graphics.lineStyle();
var mat:Matrix = new Matrix();
mat.createGradientBox(size * 2, size * 2, 0, -size, -size);
sp.graphics.beginGradientFill("radial", [color, color], [1, 0], [0, 255], mat);
sp.graphics.drawCircle(0, 0, size);
sp.graphics.endFill();
return Painter.captureSprite(sp, false, _stage);
}
//虹リングイメージを生成
private function createRing(size:Number = 100):Sprite {
var sp:Sprite = new Sprite();
sp.graphics.lineStyle();
var mat:Matrix = new Matrix();
mat.createGradientBox(size * 2, size * 2, 0, -size, -size);
sp.graphics.beginGradientFill("radial", [0xFF0000, 0xFFdd00, 0x00FF00, 0x0066FF, 0x0000FF], [0, 1, 1, 0.5, 0], [180, 205, 215, 235, 255], mat);
sp.graphics.drawCircle(0, 0, size);
sp.graphics.endFill();
return Painter.captureSprite(sp, false, _stage);
}
//星イメージを生成
private function createStar(size:Number = 100, count:uint = 8, per:Number = 0.05, color:uint = 0x000000, blur:Number = 0):Sprite {
var sp:Sprite = new Sprite();
sp.graphics.lineStyle();
sp.graphics.beginFill(color, 1);
var step:Number = 360 / (count * 2);
for (var i:int = 0; i < count * 2; i ++) {
var radius:Number = (i % 2)? size * per : size;
var px:Number = Math.cos(Math.PI / 180 * i * step) * radius;
var py:Number = Math.sin(Math.PI / 180 * i * step) * radius;
if (i == 0) sp.graphics.moveTo(px, py);
else sp.graphics.lineTo(px, py);
}
sp.graphics.endFill();
sp.filters = (blur)? [new BlurFilter(blur, blur, 3)] : [];
return Painter.captureSprite(sp, false, _stage);
}
}
/**
* 画面サイズ
*/
class Display {
static public var width:Number;
static public var height:Number;
static public var size:Rectangle = new Rectangle();
static public var center:Point = new Point();
static public function setSize(width:Number, height:Number):void {
Display.width = size.width = width;
Display.height = size.height = height;
center.x = width / 2;
center.y = height / 2;
}
}
/**
* 道路を走る車
*/
class Car extends Cube {
private var _offset:Number;
private var _speed:Number;
private var _line:Number;
public function Car(position:Number = 0, direction:Boolean = true) {
super(new MaterialsList( { all:new ColorMaterial(0x000000) } ), 4, 8, 4, 1, 1, 1);
_offset = position;
_speed = (direction)? 0.1 : -0.1;
_line = (direction)? 13 : 23;
rotationX = -4;
}
public function update():void {
var rot:Number = ((getTimer() * 0.05 * _speed + _offset) % 720 + 720) % 720;
var radius:Number = 80 + rot / 3;
x = Math.cos(Math.PI / 180 * rot) * (radius + _line);
z = Math.sin(Math.PI / 180 * rot) * (radius + _line);
y = rot / 6 + 2;
rotationY = -rot;
}
}