=======================================
Retro Avatars for Flash
=======================================
-Type avatar name to generate image.
-press ENTER key to save current image as PNG.
Retro Avatars
-------------
By Richard Phipps
(Open source, but a credit if used would be nice!)
http://retroremakes.com/forum/index.php/topic,657.0.html
より移植してみました
[Sample]
http://www.indiegames.com/blog/2009/06/freeware_app_pick_retro_avatar.html
http://www.flickr.com/photos/miyaoka/3592194889/
/**
* Copyright alprkskn ( http://wonderfl.net/user/alprkskn )
* MIT License ( http://www.opensource.org/licenses/mit-license.php )
* Downloaded from: http://wonderfl.net/c/k0SA
*/
// forked from tananuka13's Pixel Avatars
// forked from miyaoka's Retro Avatars
/*
=======================================
Retro Avatars for Flash
=======================================
-Type avatar name to generate image.
-press ENTER key to save current image as PNG.
// Retro Avatars
// -------------
// By Richard Phipps
// (Open source, but a credit if used would be nice!)
http://retroremakes.com/forum/index.php/topic,657.0.html
より移植してみました
[Sample]
http://www.indiegames.com/blog/2009/06/freeware_app_pick_retro_avatar.html
http://www.flickr.com/photos/miyaoka/3592194889/
*/
package
{
import flash.display.Sprite;
import flash.text.TextField;
import flash.text.TextFormat;
import flash.text.TextFormatAlign;
import flash.text.TextFieldType;
import flash.text.TextFieldAutoSize;
import flash.ui.Keyboard;
import flash.events.KeyboardEvent;
import flash.display.Bitmap;
import flash.display.BitmapData;
import flash.utils.ByteArray;
import com.adobe.images.PNGEncoder;
import flash.net.FileReference;
import flash.geom.Matrix;
import flash.system.Capabilities;
import flash.system.IME;
[SWF(width="465", height="465", backgroundColor= 0x0, frameRate="60")]
public class RetroAvatars
extends Sprite
{
private var tfd:TextField = new TextField();
private var cfd:TextField = new TextField();
private var maxNameLength:uint = 9;
private var bmd:AvatarBMD = new AvatarBMD(12, 12, false);
private var bmd32:BitmapData = new BitmapData(bmd.width, bmd.height, true, 0x0);
private var bmp:Bitmap = new Bitmap(bmd32);
private static const EYES_COL:int = 0;
private static const NOSE_COL:int = 0;
private static const MOUSE_COL:int = 0;
private var isFirst:Boolean = true;
public function RetroAvatars():void
{
//bg
graphics.beginFill(0);
graphics.drawRect(0, 0, stage.stageWidth, stage.stageHeight);
//ime off
if (Capabilities.hasIME)
{
try
{
IME.enabled = false;
}
catch (e:Error) {}
}
//bmp
bmp.scaleX = bmp.scaleY = 24;
bmp.x = (stage.stageWidth - bmp.width) / 2;
bmp.y = 40;
addChild(bmp);
//text
var tft:TextFormat = new TextFormat();
var cft:TextFormat = new TextFormat();
tft.align = TextFormatAlign.CENTER;
cft.align = TextFormatAlign.CENTER;
tft.bold = true;
cft.bold = true;
tft.font = "Verdana";
cft.font = "Verdana";
tft.letterSpacing = 5;
cft.letterSpacing = 2;
tft.size = 15;
cft.size = 15;
tfd.defaultTextFormat = tft;
cfd.defaultTextFormat = cft;
tfd.autoSize = TextFieldAutoSize.CENTER;
cfd.autoSize = TextFieldAutoSize.CENTER;
tfd.x = 465/2;
cfd.x = 465/2;
tfd.y = 380;
cfd.y = 400;
tfd.text = "ENTER NAME";
tfd.textColor = 0xDDDDDD;
cfd.textColor = 0xDDDDDD;
isFirst = true;
addChild(tfd);
addChild(cfd);
//event
stage.addEventListener(KeyboardEvent.KEY_DOWN, keyDownHandler);
}
private function keyDownHandler(e:KeyboardEvent):void
{
var cc:uint = e.charCode;
// lower case keys, so make upper case.
if (97 <= cc && cc <= 122) cc -= 32;
if (isFirst) tfd.text = ""; isFirst = false;
if (
tfd.length < maxNameLength &&
(
cc == 32 // Space
|| (cc >= 65 && cc <= 90) //letters
|| (cc >= 48 && cc <= 57) //numbers
)
)
{
tfd.text = tfd.text.concat(String.fromCharCode(cc));
}
else if ( cc == 8 && tfd.length > 0) //Backspace
{
tfd.text = tfd.text.substr(0, tfd.length -1);
}
else if (cc == 13 && 0 < tfd.text.length) // ENTER key
{
//save PNG to local
var mtx:Matrix = new Matrix();
var sc:Number = 8;
mtx.scale(sc, sc);
var tempBmd:BitmapData = new BitmapData(bmd32.width * sc, bmd32.height * sc, true,0);
tempBmd.draw(bmd32, mtx);
var ba:ByteArray = PNGEncoder.encode(tempBmd);
var fr:FileReference = new FileReference;
fr.save(ba, tfd.text + ".png");
}
var nameLen:int = tfd.text.length;
if (nameLen == 0)
{
bmd32.fillRect(bmd32.rect, 0);
return;
}
// ------------
// make code from text and set to srand
Crand.srand(0);
var code:int = 0;
for (var g:int = 0; g < 32; g++)
{
code += tfd.text.charCodeAt(g % nameLen) * Crand.rand() % 1024;
}
cfd.text = code.toString();
Crand.srand(code); // Seed random generator with code.
//make avatar color. Random (but not too dark) colour.
var col:int =
Crand.rand() % 192 + 64
| Crand.rand() % 192 + 64 << 8
| Crand.rand() % 192 + 64 << 16;
tfd.textColor = col;
// ------------
// build avatar img
bmd.build();
bmd.removeNoise(0);
bmd.mirror();
bmd.enhanceFace();
//copy to 32bit bmd and set color
bmd32.threshold(bmd, bmd.rect, bmd.rect.topLeft, ">=", 0xff << 24 | AvatarBMD.SOLID_COL, 0xFF <<24 | col);
bmd32.threshold(bmd, bmd.rect, bmd.rect.topLeft, "==", 0xff << 24 | AvatarBMD.EYES_COL, EYES_COL);
bmd32.threshold(bmd, bmd.rect, bmd.rect.topLeft, "==", 0xff << 24 | AvatarBMD.NOSE_COL, NOSE_COL);
bmd32.threshold(bmd, bmd.rect, bmd.rect.topLeft, "==", 0xff << 24 | AvatarBMD.MOUSE_COL, MOUSE_COL);
bmd32.threshold(bmd, bmd.rect, bmd.rect.topLeft, "==", 0xff << 24 | AvatarBMD.BLANK_COL, 0);
}
}
}
import flash.display.BitmapData
import flash.geom.Matrix;
import flash.geom.Rectangle;
class AvatarBMD
extends BitmapData
{
public static const EYES_COL:int = 1;
public static const NOSE_COL:int = 2;
public static const MOUSE_COL:int = 3;
public static const SOLID_COL:int = 0xFF;
public static const BLANK_COL:int = 0x0;
public function AvatarBMD(width:int, height:int, transparent:Boolean = true, fillColor:uint = 0xFFFFFFFF):void
{
//bmd24
super(width, height, false, fillColor);
}
public function build():void
{
var c:int = 158;
for (var y:int = 0; y < height; y++)
{
for (var x:int = 0; x < width; x++)
{
setPixel(x, y, (Crand.rand() % 356 > c) ? BLANK_COL : SOLID_COL);
}
}
}
public function enhanceFace():void
{
var eyes:Boolean;
var nose:Boolean;
var mouth:Boolean;
var x:int;
var y:int;
var hx:int = width / 2 - 1; // Half width of sprite variable.
// Detect eyes one pixel away from horizontal centre (look from just below the top edge to the middle of the vertical height).
for (y = 1; y < height / 2; y++)
{
if (getPixel(hx - 1, y) == BLANK_COL) // 0 - Empty, Pixel?
{
floodFill(hx - 1, y, EYES_COL); // Mark area with reserved colour 1 (normal colours are 0 - empty & 255 - solid).
if (checkForFilledEdge() == 0) break; // If this eye area doesn't touch the edges of the image, then stop searching.
floodFill(hx - 1, y, BLANK_COL); // It reaches the edge, so refill as 0 - empty and keep looking.
}
if (getPixel(hx - 2, y) == BLANK_COL) // Any potential eye areas one pixel further away?
{
floodFill(hx - 2, y, EYES_COL);
if (checkForFilledEdge() == 0) break;
floodFill(hx - 2, y, BLANK_COL);
}
}
// Ok, we didn't find anything!
if ( y == height / 2)
{
// Try to make eyes from any centre pixels (converting them to one pixel further away. i.e. xx -> x x
for ( y = 1; y < height; y++)
{
if (getPixel(hx - 1, y) == SOLID_COL && getPixel(hx, y) == BLANK_COL)
{
setPixel(hx - 1, y, BLANK_COL);
setPixel(hx, y, SOLID_COL);
setPixel(hx - 1, y + 1, BLANK_COL); // Make the eye 2 pixels (at least) high.
floodFill(hx - 1, y, EYES_COL);
if (checkForFilledEdge() == 0) break;
floodFill(hx - 1, y, BLANK_COL);
}
}
}
var ny:int = y + 1;
if (y < height) eyes = true; // Ok, we did find eyes
// Still NO eyes.
if (!eyes)
{
// Ok, create fake eyes!
y = 1 + Crand.rand() % (height / 2);
setPixel(hx - 1, y, EYES_COL);
outlineArea(1); // Outline to protect area.
eyes = true;
ny = y + 1;
}
// Remove any joined up eyes (i.e xx instead of x x)
for (y = 1; y < height; y++)
{
if (getPixel(hx, y) == EYES_COL)
{
setPixel(hx, y, SOLID_COL);
setPixel(hx - 1, y, EYES_COL);
}
else
{
if (getPixel(hx - 2, y) == EYES_COL) setPixel(hx, y, SOLID_COL);
if (getPixel(hx - 1, y) == EYES_COL) setPixel(hx, y, SOLID_COL);
}
}
mirror(); // Miror all eye work.
if (eyes) outlineArea(EYES_COL); // Protect eyes with solid outline.
trace(ny);
// -------
// Detect nose
for (y = ny; y < height; y++)
{
if (getPixel(hx, y) == BLANK_COL)
{
floodFill(hx, y, NOSE_COL); // Fill with area colour 2.
if ( checkForFilledEdge() == 0) break;
floodFill(hx, y, BLANK_COL);
}
}
if ( y < 10) nose = true;
// No nose?
if (!nose)
{
// Ok, we won't find a mouth either, but we need to make a nose/mouth one out of any open sections (regardless of touching the edge)
for (y = ny; y < height - 1; y++)
{
if (getPixel(hx, y) == BLANK_COL)
{
setPixel(hx, y, NOSE_COL)
nose = true;
break;
}
}
// Try to find a nose/mouth one pixel away which we can join up. i.e. x x -> xxxx
if (!nose)
{
for (y = ny; y < height - 1; y++)
{
if (getPixel(hx - 1, y) == BLANK_COL)
{
setPixel(hx -1, y, NOSE_COL)
setPixel(hx, y, NOSE_COL)
nose = true;
break;
}
}
// Ok, NOTHING, just create fake mouth/nose!
if (!nose)
{
y = ny + 1 + Crand.rand() % (height / 3);
if (y > height - 2) y = height - 2;
setPixel(hx, y, NOSE_COL)
nose = true;
ny = y + 1;
}
}
}
else
{
ny = y + 1;
// --------
// Detect mouth
for (y = ny; y < height; y++)
{
if (getPixel(hx, y) == BLANK_COL)
{
floodFill(hx, y, MOUSE_COL);
if (checkForFilledEdge() == 0) break;
floodFill(hx, y, BLANK_COL);
}
}
if (y < height) mouth = true;
if (!mouth) // Still no mouse, so look one pixel further away and then if found, join up.
{
for (y = ny; y < height - 1; y++)
{
if (getPixel(hx - 1, y) == BLANK_COL)
{
setPixel(hx, y, BLANK_COL);
floodFill(hx, y, MOUSE_COL);
if (checkForFilledEdge() == 0) break;
floodFill(hx, y, BLANK_COL);
}
}
}
if (y < height) mouth = true;
}
// Outline mouth / nose to protect and stop surrounding gfx 'bleeding' in.
if (mouth) outlineArea(MOUSE_COL);
if (nose) outlineArea(NOSE_COL);
if (eyes) trimArea(EYES_COL, 3, 3); // Trim eyes to no more than 3 x 3
if (nose && mouth) trimArea(NOSE_COL, 3, 3); // Trim nose to no more than 3 x 3. Mouth can be bigger..;
mirror(); // Mirror to fix changes symmetrically.
// Now search for any fill in any holes that doesn't leak to the edge of the sprite (passing over eyes, mouth and nose areas).
const tmpCol:int = 4;
for (y = 1; y < height -1; y++)
{
for (x = 1; x < hx - 1; x++)
{
if (getPixel(x, y) == BLANK_COL)
{
floodFill(x, y, tmpCol)
floodFill(x, y, checkForFilledEdge() == 0 ? SOLID_COL : BLANK_COL);
}
}
}
mirror(); // Mirror finally (neccessary?)
}
public function mirror():void
{
var mtx:Matrix = new Matrix();
mtx.scale(-1, 1);
mtx.translate(width, 0);
draw(this, mtx , null, null, new Rectangle(width/2, 0, width, height));
}
public function checkForFilledEdge():int
{
var c:int;
for (var y:int = 0; y < height; y++)
{
c = getPixel(0, y);
if (c != BLANK_COL && c != SOLID_COL) return 1;
c = getPixel(width-1, y);
if (c != BLANK_COL && c != SOLID_COL) return 1;
}
for (var x:int = 0; x < width; x++)
{
c = getPixel(x, 0);
if (c != BLANK_COL && c != SOLID_COL) return 2;
c = getPixel(x, height -1);
if (c != BLANK_COL && c != SOLID_COL) return 2;
}
return 0;
}
public function outlineArea(col:int):void
{
for (var y:int = 0; y < height; y++)
{
for (var x:int = 0; x < width; x++)
{
var c:int = getPixel(x, y);
if (c == col)
{
// diagonals are only outlined if blank (and not another reserved area).
if (getPixel(x - 1, y - 1) == BLANK_COL) setPixel(x - 1, y - 1, SOLID_COL);
if (getPixel(x , y - 1) != col) setPixel(x, y - 1, SOLID_COL);
if (getPixel(x + 1, y - 1) == BLANK_COL) setPixel(x +1, y - 1, SOLID_COL);
if (getPixel(x - 1, y) != col) setPixel(x - 1, y, SOLID_COL);
if (getPixel(x + 1, y) != col) setPixel(x + 1, y, SOLID_COL);
if (getPixel(x - 1, y + 1) == BLANK_COL) setPixel(x - 1, y + 1, SOLID_COL);
if (getPixel(x, y + 1) != col) setPixel(x, y + 1, SOLID_COL);
if (getPixel(x + 1, y + 1) == BLANK_COL) setPixel(x + 1, y + 1, SOLID_COL);
}
}
}
}
public function trimArea(col:int, x2:int, y2:int ):void
{
var rx:int;
var nx:int = -1;
var ny:int = -1;
for (var y:int = 0; y < height; y++)
{
for (var x:int = 0; x < width / 2; x++)
{
if (col == 1) rx = x;
if (col > 1) rx = ((width / 2) - 1) - x;
var c:int = getPixel(rx, y);
if (c == col)
{
if (nx == -1) nx = x;
if (ny == -1) ny = y;
if (x >= nx + x2) setPixel(rx, y, SOLID_COL);
if (y >= ny + y2) setPixel(rx, y, SOLID_COL);
}
}
}
}
public function removeNoise(type:int):void
{
var noise:int = 4;
var c:uint;
for (var i:int = 0; i < noise; i++)
{
//Remove isolated pixels
for (var y:int = 0; y < height; y++)
{
for (var x:int = 0; x < width; x++)
{
c = getPixel(x, y);
if (c != BLANK_COL) continue;
c = getPixel(x - 1, y - 1)
+ getPixel(x, y - 1)
+ getPixel(x + 1, y - 1)
+ getPixel(x - 1, y)
+ getPixel(x + 1, y)
+ getPixel(x - 1, y + 1)
+ getPixel(x, y + 1)
+ getPixel(x + 1, y + 1);
if (type == 0 && c >= 8 * SOLID_COL)
{
setPixel(x, y, SOLID_COL);
}
if (type == 1 && c >= 7 * SOLID_COL)
{
setPixel(x, y, SOLID_COL);
}
// Join up 'one pixel' horizontal and vertical gaps, (adds a little order to the image).
if (getPixel(x, y + 1) == SOLID_COL
&& getPixel(x, y -1 ) == SOLID_COL
&& getPixel(x-1, y ) != SOLID_COL
&& getPixel(x + 1, y ) != SOLID_COL
&& Crand.rand() % 5 > 2)
{
setPixel(x, y, SOLID_COL);
}
if (getPixel(x-1, y ) == SOLID_COL
&& getPixel(x + 1, y ) == SOLID_COL
&& getPixel(x, y + 1) != SOLID_COL
&& getPixel(x, y -1 ) != SOLID_COL
&& Crand.rand() % 5 > 2)
{
setPixel(x, y, SOLID_COL);
}
}
}
// Remove isolated pixels
for (y = 0; y < height; y++)
{
for (x = 0; x < width; x++)
{
c = getPixel(x, y);
if (c == 255)
{
// Add up surrounding pixels.
c = getPixel(x, y - 1)
+ getPixel(x - 1, y)
+ getPixel(x - 1, y - 1)
+ getPixel(x + 1, y - 1)
+ getPixel(x + 1, y)
+ getPixel(x, y + 1)
+ getPixel(x - 1, y + 1)
+ getPixel(x + 1, y + 1);
// No lit pixels around this one.
if (c <= 0) setPixel(x, y, BLANK_COL);
}
}
}
}
}
}
/*
C rand()
http://www001.upp.so-net.ne.jp/isaku/rand.html
*/
class Crand
{
//Visual C++ version
private static var x:int = 1;
public static function rand():int
{
x = x * 214013 + 5310110;
return (x>>16) & 32767 <<5;
}
public static function srand(s:int):void
{
x = s;
}
}