some effect
This is not what I wanted :(
/**
* Copyright codeonwort ( http://wonderfl.net/user/codeonwort )
* MIT License ( http://www.opensource.org/licenses/mit-license.php )
* Downloaded from: http://wonderfl.net/c/otc8
*/
package {
import flash.geom.ColorTransform
import flash.geom.Matrix
import flash.display.Bitmap
import flash.display.BitmapData
import flash.display.Sprite
import flash.display.Graphics
import flash.display.Shape
import flash.geom.Point
import flash.events.Event
import flash.filters.ColorMatrixFilter
[SWF(width=500, height=500, frameRate=60, backgroundColor=0xffffff)]
public class FlashTest extends Sprite {
private const NUM:int = 33
private var ps:Vector.<P> = new Vector.<P>(NUM, true) // N
private var sh:Shape = new Shape
private var g:Graphics = sh.graphics
private var from:uint = Math.random() * 0xFF
private var to:uint = Math.random() * 0xFF
private var progress:Number = 0
private var mat:Matrix
private var cmf:ColorMatrixFilter = new ColorMatrixFilter([1,0,0,0,0, 0,1,0,0,0, 0,0,1,0,0, 0,0,0,0.9,0])
private var pt:Point = new Point
private var bd:BitmapData = new BitmapData(stage.stageWidth, stage.stageHeight, true, 0xffffff)
public function FlashTest() {
// write as3 code here..
for(var i:int = 0 ; i < NUM ; i++){
ps[i] = new P(i/NUM*stage.stageWidth, stage.stageHeight)
}
mat = new Matrix
mat.translate(-stage.stageWidth/2, -stage.stageHeight)
mat.scale(1.02, 1.035)
mat.translate(stage.stageWidth/2, stage.stageHeight)
addChild(new Bitmap(bd))
addEventListener("enterFrame", loop)
}
private function loop(e:Event=null):void {
for each(var p:P in ps) p.update()
g.clear()
progress += 0.05
if(progress >= 1){
progress = 0
from = Math.random() * 0xff
to = Math.random() * 0xff
}
g.lineStyle(0, interp(from, to, progress), 0.3)
for(var i:int = 0 ; i < NUM-2 ; i+=2){
g.moveTo(ps[i].x, ps[i].y)
g.curveTo(ps[i+1].x, ps[i+1].y, ps[i+2].x, ps[i+2].y)
}
bd.draw(bd, mat)
bd.draw(sh)
bd.applyFilter(bd, bd.rect, pt, cmf)
}
private function interp(from:uint, to:uint, t:Number):uint {
var r1:uint = (from >> 16) & 0xFF, g1:uint = (from >> 8) & 0xFF, b1:uint = from & 0xFF
var r2:uint = (to >> 16) & 0xFF, g2:uint = (to >> 8) & 0xFF, b2:uint = to & 0xFF
var r:uint = r1+(r2-r1)*t, g:uint = g1+(g2-g1)*t, b:int = b1+(b2-b1)*t
return (r<<16) | (g<<8) | b
}
}
}
internal class P {
public var x:Number, y:Number
public var ty:Number, y0:Number
public function P(x:Number, y0:Number) {
this.x = x ; this.y = y0
ty = this.y0 = y
}
public function update():void {
if(y < ty) y += 1
else if(y > ty) y -= 1
if(Math.abs(y-ty)<3) ty = y0 - Math.random() * 40
}
}