/**
* Copyright bongiovi015 ( http://wonderfl.net/user/bongiovi015 )
* MIT License ( http://www.opensource.org/licenses/mit-license.php )
* Downloaded from: http://wonderfl.net/c/n3Oq
*/
// forked from yonatan's yonatan challenge for people with nothing better to do
package
{
import flash.display.BitmapData;
import flash.display.GradientType;
import flash.display.Graphics;
import flash.display.Shape;
import flash.display.Sprite;
import flash.events.Event;
import flash.events.TimerEvent;
import flash.filters.GlowFilter;
import flash.geom.Matrix;
import flash.geom.Point;
import flash.geom.Rectangle;
import flash.media.Sound;
import flash.media.SoundChannel;
import flash.media.SoundLoaderContext;
import flash.media.SoundMixer;
import flash.net.URLLoader;
import flash.net.URLRequest;
import flash.utils.ByteArray;
import flash.utils.Timer;
public class Pratice0607 extends Sprite
{
public static const NAMESPACE_KULER : String = "http://kuler.adobe.com/kuler/API/rss/";
private static const APIKEY : String = "4A297340291400B78BF1DFFE0E8E1678";
public var kuler : Namespace = new Namespace(NAMESPACE_KULER);
private var __loader : URLLoader;
private var __sound : Sound = new Sound;
private var __channel: SoundChannel = new SoundChannel;
private var __canvas : Shape = new Shape;
private var __bytes : ByteArray = new ByteArray;
private var __timer : Timer = new Timer(2000);
public var p0 : Point;
public var p1 : Point;
public var p2 : Point;
public var p3 : Point;
public var fx : EffectContainer;
public var src : SunIcon = new SunIcon;
public var lightScale : Number = 1.5;
public var lightIntensity : Number = 2;
public var colors : Array = [0xFFFFFF];
public var angle : Number = 0;
public function Pratice0607()
{
var mtx:Matrix = new Matrix;
mtx.createGradientBox(465, 465);
graphics.beginGradientFill(GradientType.RADIAL, [0x222222, 0x060606], [1, 1], [0, 255], mtx);
graphics.drawRect(0, 0, 465, 465);
graphics.endFill();
p0 = new Point(350, 0);
p1 = new Point(450, 20);
p2 = new Point(20, 360);
p3 = new Point(200, 440);
__loader = new URLLoader();
__loader.addEventListener(Event.COMPLETE, __onGetColor);
__timer.addEventListener(TimerEvent.TIMER, getColor);
__timer.start();
fx = new EffectContainer(465, 465, __canvas);
fx.scale = 1.5;
addChild(fx);
__sound = new Sound();
var context:SoundLoaderContext = new SoundLoaderContext(10, true);
var s:String = "http://www.bongiovi.tw/wonderfl/wumm.mp3";
__sound.load(new URLRequest(s), context);
__channel = new SoundChannel;
__channel = __sound.play(0, 5);
addChild(src);
addEventListener(Event.ENTER_FRAME, __loop);
getColor();
}
private function __loop(e:Event) : void {
angle += .02;
const R : Number = 200;
var p:Point = Point.polar(R, angle);
p.y *= .5;
p = p.add(new Point(stage.stageWidth*.5, stage.stageHeight*.5));
src.x = p.x;
src.y = p.y;
SoundMixer.computeSpectrum(__bytes, true);
__canvas.graphics.clear();
var i : int, j : int;
var value:Number;
var count:Number = 0;
for ( j = 0; j < 2; j++) {
for ( i = 0; i < 256; i++) {
value = __bytes.readFloat();
if(value > .5) __drawNote(i, value, j == 0);
count += value;
}
}
const OFFSET : Number = .5;
count /= 512;
if( count > .2 ) lightScale += count*OFFSET;
if( count > .2 ) lightIntensity += count*OFFSET;
lightScale = lightScale < 1.5 ? 1.5 : lightScale - 0.2;
lightIntensity = lightIntensity < 3 ? 3 : lightIntensity - 0.2;
if(lightIntensity > 8) lightIntensity = 8;
fx.scale = lightScale;
fx.intensity = lightIntensity;
fx.srcX = src.x;
fx.srcY = src.y;
fx.render();
}
private function __drawNote(index:int, a:Number, isLeft:Boolean) : void {
var pp0:Point, pp1:Point, pp2:Point, pp3:Point;
if(isLeft) {
pp0 = p0;
pp1 = Point.interpolate(p0, p1, .5);
pp2 = p2;
pp3 = Point.interpolate(p2, p3, .5);
} else {
pp0 = Point.interpolate(p0, p1, .5);
pp1 = p1;
pp2 = Point.interpolate(p2, p3, .5);
pp3 = p3;
}
var pTopLeft:Point = Point.interpolate(pp0, pp2, index / 256);
var pTopRight:Point = Point.interpolate(pp1, pp3, index / 256);
var pBottomLeft:Point = Point.interpolate(pp0, pp2, (index+1 )/ 256);
var pBottomRight:Point = Point.interpolate(pp1, pp3, (index+1) / 256);
var g:Graphics = __canvas.graphics;
trace(getRandomColorFrom(colors).toString(16) + ":" + colors );
g.beginFill( getRandomColorFrom(colors), a);
g.moveTo(pTopLeft.x, pTopLeft.y);
g.lineTo(pTopRight.x, pTopRight.y);
g.lineTo(pBottomRight.x, pBottomRight.y);
g.lineTo(pBottomLeft.x, pBottomLeft.y);
g.lineTo(pTopLeft.x, pTopLeft.y);
g.endFill();
}
public function getColor(e:Event=null) : void {
__loader.load(new URLRequest("http://kuler-api.adobe.com/rss/get.cfm?listType=rating&startIndex=0&itemsPerPage=20&key=" + APIKEY ));
}
private function __onGetColor(e:Event) : void {
var xml:XML = XML(__loader.data);
colors = [];
var list:XMLList = new XMLList(xml.channel.item);
var index : int = int(Math.random() * list.length());
var theme:XML = list[index];
var swatchList:XMLList = new XMLList(theme.kuler::themeItem.kuler::themeSwatches.kuler::swatch);
var i : int = 0;
var sColor:String;
var color:uint
for(i=0; i<swatchList.length(); i++) {
sColor = swatchList[i].kuler::swatchHexColor;
color = parseInt("0x"+sColor);
colors.push(color);
}
trace("On Color:" + colors);
}
public static function getRandomColorFrom(ary:Array) : uint { return ary[int(Math.random() * ary.length)]; }
}
}
import flash.display.*;
import flash.events.*;
import flash.filters.*;
import flash.geom.*;
/**
* The EffectContainer class creates a volumetric light effect (also known as crepuscular or "god" rays).
* This is done in 2D with some bitmap processing of an emission object, and optionally an occlusion object.
*/
class EffectContainer extends Sprite {
/**
* When true a blur filter is applied to the final effect bitmap (can help when colorIntegrity == true).
*/
public var blur:Boolean = false;
/**
* Selects rendering method; when set to true colors won't be distorted and performance will be
* a little worse. Also, this might make the final output appear grainier.
*/
public var colorIntegrity:Boolean = false;
/**
* Light intensity.
*/
public var intensity:Number = 4;
/**
* Number of passes applied to buffer. Lower numbers mean lower quality but better performance,
* anything above 8 is probably overkill.
*/
public var passes:uint = 6;
/**
* Set this to one of the StageQuality constants to use this quality level when drawing bitmaps, or to
* null to use the current stage quality. Mileage may vary on different platforms and player versions.
* I think it should only be used when stage.quality is LOW (set this to BEST to get reasonable results).
*/
public var rasterQuality:String = null;
/**
* Final scale of emission. Should always be more than 1.
*/
public var scale:Number = 2;
/**
* Smooth scaling of the effect's final output bitmap.
*/
public var smoothing:Boolean = true;
/**
* Light source x.
* @default viewport center (set in constructor).
*/
public var srcX:Number;
/**
* Light source y.
* @default viewport center (set in constructor).
*/
public var srcY:Number;
protected var _blurFilter:BlurFilter = new BlurFilter(2, 2);
protected var _emission:DisplayObject;
protected var _occlusion:DisplayObject;
protected var _ct:ColorTransform = new ColorTransform;
protected var _halve:ColorTransform = new ColorTransform(0.5, 0.5, 0.5);
protected var _occlusionLoResBmd:BitmapData;
protected var _occlusionLoResBmp:Bitmap;
protected var _baseBmd:BitmapData;
protected var _bufferBmd:BitmapData;
protected var _lightBmp:Bitmap = new Bitmap;
protected var _bufferSize:uint = 0x8000;
protected var _bufferWidth:uint;
protected var _bufferHeight:uint;
protected var _viewportWidth:uint;
protected var _viewportHeight:uint;
protected var _mtx:Matrix = new Matrix;
/**
* Creates a new effect container.
*
* @param width Viewport width in pixels.
* @param height Viewport height in pixels.
* @param emission A DisplayObject to which the effect will be applied. This object will be
* added as a child of the container. When applying the effect the object's filters and color
* matrix is ignored, if you want to use filters or a color matrix put your content in another
* object and addChild it to this one instead.
* @param occlusion An optional occlusion object, handled the same way as the emission object.
*/
public function EffectContainer(width:uint, height:uint, emission:DisplayObject, occlusion:DisplayObject = null) {
if(!emission) throw(new Error("emission DisplayObject must not be null."));
addChild(_emission = emission);
if(occlusion) addChild(_occlusion = occlusion);
setViewportSize(width, height);
_lightBmp.blendMode = BlendMode.ADD;
addChild(_lightBmp);
srcX = width / 2;
srcY = height / 2;
}
/**
* Sets the container's size. This method recreates internal buffers (slow), do not call this on
* every frame.
*
* @param width Viewport width in pixels
* @param height Viewport height in pixels
*/
public function setViewportSize(width:uint, height:uint):void {
_viewportWidth = width;
_viewportHeight = height;
scrollRect = new Rectangle(0, 0, width, height);
_updateBuffers();
}
/**
* Sets the approximate size (in pixels) of the effect's internal buffers. Smaller number means lower
* quality and better performance. This method recreates internal buffers (slow), do not call this on
* every frame.
*
* @param size Buffer size in pixels
*/
public function setBufferSize(size:uint):void {
_bufferSize = size;
_updateBuffers();
}
protected function _updateBuffers():void {
var aspect:Number = _viewportWidth / _viewportHeight;
_bufferHeight = Math.max(1, Math.sqrt(_bufferSize / aspect));
_bufferWidth = Math.max(1, _bufferHeight * aspect);
dispose();
_baseBmd = new BitmapData(_bufferWidth, _bufferHeight, false, 0);
_bufferBmd = new BitmapData(_bufferWidth, _bufferHeight, false, 0);
_occlusionLoResBmd = new BitmapData(_bufferWidth, _bufferHeight, true, 0);
_occlusionLoResBmp = new Bitmap(_occlusionLoResBmd);
}
/**
* Render a single frame.
*
* @param e In case you want to make this an event listener.
*/
public function render(e:Event = null):void {
var savedQuality:String = stage.quality;
if(rasterQuality) stage.quality = rasterQuality;
var mul:Number = colorIntegrity ? intensity : intensity/(1<<passes);
_ct.redMultiplier = _ct.greenMultiplier = _ct.blueMultiplier = mul;
_drawLoResEmission();
if(_occlusion) _eraseLoResOcclusion();
if(rasterQuality) stage.quality = savedQuality;
var s:Number = 1 + (scale-1) / (1 << passes);
var tx:Number = srcX/_viewportWidth*_bufferWidth;
var ty:Number = srcY/_viewportHeight*_bufferHeight;
_mtx.identity();
_mtx.translate(-tx, -ty);
_mtx.scale(s, s);
_mtx.translate(tx, ty);
_lightBmp.bitmapData = _applyEffect(_baseBmd, _bufferBmd, _mtx, passes);
_lightBmp.width = _viewportWidth;
_lightBmp.height = _viewportHeight;
_lightBmp.smoothing = smoothing;
}
/**
* Draws a scaled-down emission on _baseBmd.
*/
protected function _drawLoResEmission():void {
_copyMatrix(_emission.transform.matrix, _mtx);
_mtx.scale(_bufferWidth / _viewportWidth, _bufferHeight / _viewportHeight);
_baseBmd.fillRect(_baseBmd.rect, 0);
_baseBmd.draw(_emission, _mtx, colorIntegrity ? null : _ct);
}
/**
* Draws a scaled-down occlusion on _occlusionLoResBmd and erases it from _baseBmd.
*/
protected function _eraseLoResOcclusion():void {
_occlusionLoResBmd.fillRect(_occlusionLoResBmd.rect, 0);
_copyMatrix(_occlusion.transform.matrix, _mtx);
_mtx.scale(_bufferWidth / _viewportWidth, _bufferHeight / _viewportHeight);
_occlusionLoResBmd.draw(_occlusion, _mtx);
_baseBmd.draw(_occlusionLoResBmp, null, null, BlendMode.ERASE);
}
/**
* Render the effect on every frame until stopRendering is called.
*/
public function startRendering():void {
addEventListener(Event.ENTER_FRAME, render);
}
/**
* Stop rendering on every frame.
*/
public function stopRendering():void {
removeEventListener(Event.ENTER_FRAME, render);
}
/**
* Low-level workhorse, applies the lighting effect to a bitmap. This function modifies the src and buffer
* bitmaps and it's mtx argument.
*
* @param src The BitmapData to apply the effect on.
* @param buffer Another BitmapData object for temporary storage. Must be the same size as src.
* @param mtx Effect matrix.
* @param passes Number of passes to make.
* @return A processed BitmapData object (supllied in either src or buffer) with final effect output.
*/
protected function _applyEffect(src:BitmapData, buffer:BitmapData, mtx:Matrix, passes:uint):BitmapData {
var tmp:BitmapData;
while(passes--) {
if(colorIntegrity) src.colorTransform(src.rect, _halve);
buffer.copyPixels(src, src.rect, src.rect.topLeft);
buffer.draw(src, mtx, null, BlendMode.ADD, null, true);
mtx.concat(mtx);
tmp = src; src = buffer; buffer = tmp;
}
if(colorIntegrity) src.colorTransform(src.rect, _ct);
if(blur) src.applyFilter(src, src.rect, src.rect.topLeft, _blurFilter);
return src;
}
/**
* Dispose of all intermediate buffers. After calling this the EffectContainer object will be unusable.
*/
public function dispose():void {
if(_baseBmd) _baseBmd.dispose();
if(_occlusionLoResBmd) _occlusionLoResBmd.dispose();
if(_bufferBmd) _bufferBmd.dispose();
_baseBmd = _occlusionLoResBmd = _bufferBmd = _lightBmp.bitmapData = null;
}
protected function _copyMatrix(src:Matrix, dst:Matrix):void {
dst.a = src.a;
dst.b = src.b;
dst.c = src.c;
dst.d = src.d;
dst.tx = src.tx;
dst.ty = src.ty;
}
}
import flash.display.*;
import flash.events.*;
import flash.geom.*;
/**
* VolumetricPointLight creates a simple effect container with a gradient emission pattern.
* The gradient's center is automatically moved to the (srcX, srcY) coordinates
* and it's radius is adjusted to the length of the viewport's diagonal, so if you
* set srcX and srcY to the viewport's center then only half of the gradient colors
* will be used.
*
* <p>This should also perform a little better than EffectContainer.</p>
*/
class VolumetricPointLight extends EffectContainer {
protected var _colors:Array;
protected var _alphas:Array;
protected var _ratios:Array;
protected var _gradient:Shape = new Shape;
protected var _gradientMtx:Matrix = new Matrix;
protected var _gradientBmp:Bitmap = new Bitmap;
protected var _lastSrcX:Number;
protected var _lastSrcY:Number;
protected var _lastIntensity:Number;
protected var _lastColorIntegrity:Boolean = false;
protected var _gradientLoResBmd:BitmapData;
protected var _gradientLoResDirty:Boolean = true;
/**
* Creates a new effect container, with an emission created from the supplied color or gradient.
* The constructor lets you use a shortcut syntax for creating simple single-color gradients.
* @example The shortcut syntax:
* <listing>new VolumetricPointLight(800, 600, occlusion, 0xc08040);</listing>
* @example is equivalent to:
* <listing>new VolumetricPointLight(800, 600, occlusion, [0xc08040, 0], [1, 1], [0, 255]);</listing>
*
* @param width Viewport width in pixels.
* @param height Viewport height in pixels.
* @param occlusion An occlusion object, will be overlayed above the lighting gradient and under the light effect bitmap.
* @param colorOrGradient Either a gradient colors array, or a uint color value.
* @param alphas Will only be used if colorOrGradient is an array. This will be passed to beginGradientFill.
* If not provided alphas will all be 1.
* @param ratios Will only be used if colorOrGradient is an array. This will be passed to
* beginGradientFill. If colorOrGradient is an Array and ratios aren't provided default
* ones will be created automatically.
*/
public function VolumetricPointLight(width:uint, height:uint, occlusion:DisplayObject, colorOrGradient:*, alphas:Array = null, ratios:Array = null) {
if(colorOrGradient is Array) {
_colors = colorOrGradient.concat();
if(!ratios) _ratios = colorOrGradient.map(function(item:*, i:int, arr:Array):int { return 0x100*i/(colorOrGradient.length+i-1) });
if(!alphas) _alphas = _colors.map(function(..._):Number { return 1 });
} else {
_colors = [colorOrGradient, 0];
_ratios = [0, 255];
}
super(width, height, _gradientBmp, occlusion);
if(!occlusion) throw(new Error("An occlusion DisplayObject must be provided."));
if(!(colorOrGradient is Array || colorOrGradient is uint)) throw(new Error("colorOrGradient must be either an Array or a uint."));
}
protected function _drawGradient():void {
var size:Number = 2 * Math.sqrt(_viewportWidth*_viewportWidth + _viewportHeight*_viewportHeight);
_gradientMtx.createGradientBox(size, size, 0, -size/2 + srcX, -size/2 + srcY);
_gradient.graphics.clear();
_gradient.graphics.beginGradientFill(GradientType.RADIAL, _colors, _alphas, _ratios, _gradientMtx);
_gradient.graphics.drawRect(0, 0, _viewportWidth, _viewportHeight);
_gradient.graphics.endFill();
if(_gradientBmp.bitmapData) _gradientBmp.bitmapData.dispose();
_gradientBmp.bitmapData = new BitmapData(_viewportWidth, _viewportHeight, true, 0);
_gradientBmp.bitmapData.draw(_gradient);
}
/**
* Updates the lo-res gradient bitmap if neccesary and copies it to _baseBmd.
*/
override protected function _drawLoResEmission():void {
if(_gradientLoResDirty) {
super._drawLoResEmission();
_gradientLoResBmd.copyPixels(_baseBmd, _baseBmd.rect, _baseBmd.rect.topLeft);
_gradientLoResDirty = false;
} else {
_baseBmd.copyPixels(_gradientLoResBmd, _baseBmd.rect, _baseBmd.rect.topLeft);
}
}
/** @inheritDoc */
override protected function _updateBuffers():void {
super._updateBuffers();
_gradientLoResBmd = new BitmapData(_bufferWidth, _bufferHeight, false, 0);
_gradientLoResDirty = true;
}
/** @inheritDoc */
override public function setViewportSize(width:uint, height:uint):void {
super.setViewportSize(width, height);
_drawGradient();
_gradientLoResDirty = true;
}
/** @inheritDoc */
override public function render(e:Event = null):void {
var srcChanged:Boolean = _lastSrcX != srcX || _lastSrcY != srcY;
if(srcChanged) _drawGradient();
_gradientLoResDirty ||= srcChanged;
_gradientLoResDirty ||= (!colorIntegrity && (_lastIntensity != intensity));
_gradientLoResDirty ||= (_lastColorIntegrity != colorIntegrity);
_lastSrcX = srcX;
_lastSrcY = srcY;
_lastIntensity = intensity;
_lastColorIntegrity = colorIntegrity;
super.render(e);
}
}
import flash.display.*;
import flash.filters.*;
class SunIcon extends Sprite {
public function SunIcon() {
buttonMode = true;
graphics.beginFill(0, 0);
graphics.drawCircle(0, 0, 14);
graphics.endFill();
graphics.lineStyle(1, 0xffc040);
graphics.drawCircle(0, 0, 4);
filters = [new GlowFilter(0, 1, 8, 8, 6)];
for(var i:int = 0; i < 10; i++) {
var sin:Number = Math.sin(Math.PI*2*i/10);
var cos:Number = Math.cos(Math.PI*2*i/10);
graphics.moveTo(sin*7, cos*7);
graphics.lineTo(sin*12, cos*12);
}
}
}