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

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

// forked from zonow's forked from: fladdict challenge for amateurs
// 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.filters.BlurFilter;
    import flash.filters.ColorMatrixFilter;
    import flash.geom.ColorTransform;
    import flash.geom.Matrix;
    import flash.geom.Point;
    import flash.utils.getTimer;
    
    public class zonolibTest0 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 _matrix:Matrix;
        
        private var _bitmap:Bitmap;
        public function zonolibTest0() {
            _canvas = new BitmapData(480,480,false,0x000000);
            _bitmap = new Bitmap(_canvas);
            addChild(_bitmap);
            addEventListener(Event.ENTER_FRAME, _update);
        }
        
        public function update():void{
            drawStep();
            transformStep();
            
            renderStep();
            fadeStep();
        }
        
        private var ss:Number = 0;
        private var ds:Number = Math.PI/180*6;
        private var ss2:Number = 0;
        private var ds2:Number = Math.PI/180*30;
        public function drawStep():void {
            for (var i:int = 0 ; i < Math.random() * 8; i++) {
                var sp:Sprite = new Sprite();
                ss += ds;
                ss2 += ds2;
                var rr:Number = Math.sin(ss2)*10* Math.sin(ss2)*10 + 140;
                var xx:Number = Math.cos(ss) * rr + 240;
                var yy:Number = Math.sin(ss) * rr + 240;
                sp.graphics.beginFill(0xFF * 0x01FFFF + xx / 480 * 0xFF * 0x01FFFF + yy / 480 * 0xFF);
                sp.graphics.drawCircle(xx, yy, 1.5 + Math.random() * 12);
                sp.graphics.endFill();
                _drawHere.draw(sp);
            }
            
        }
    
        
        public function transformStep():void {
            _matrix = new Matrix();
            _matrix.translate(-240,-240);
            _matrix.scale(0.98,0.98);
            _matrix.rotate(0.05);
            _matrix.translate(240,240);
        }
        
        
        public function renderStep():void {
            _canvas.draw(_drawHere, _matrix, null);
        }
        
        
        public function fadeStep():void {
            _canvas.applyFilter(_canvas, _canvas.rect, new Point(), new BlurFilter(2, 2, 3));
            _canvas.colorTransform(_canvas.rect, new ColorTransform(1.3,1.2,1.2,1,0,0,0,0));
            var blackImage:BitmapData = new BitmapData(480, 480, true, 0x18000000);
            _canvas.draw(blackImage);
        }
        
        
        /**
         * ---------------------------------------
         * DO NOT CHANGE FOLLOWING CODES
         * DO NOT ACCESS FOLLOWING PROPERTIES DIRECTLY
         * ---------------------------------------
        */
        
       
        
        
        public function _update(e:Event):void{
            if(_drawHere)
                _drawHere.dispose();
            _drawHere = _canvas.clone();
            update();
        }
    }
}