まぶしい光をつくってみる
package {
import flash.display.Sprite;
import flash.display.BlendMode;
import flash.display.DisplayObject;
import flash.events.Event;
import flash.filters.GlowFilter;
import flash.filters.BlurFilter;
import flash.geom.Point;
import flash.geom.Matrix;
[SWF(width="465", height="465", backgroundColor="0x461477", frameRate="60")]
public class shimmer extends Sprite{
private var radius:uint;
private var ray:uint;
private var fillMinDeg:uint;
private var fillMaxDeg:uint;
private var lightWeight:Number;
private var blinkSpeed:Number;
private var innorColor:uint;
private var outerColor:uint;
private var bgColor:uint;
private var startDeg:int;
private var endDeg:uint;
private var container:Sprite;
private var matrix:Matrix;
public function shimmer(){
radius = 300; //光の長さ
ray = 200; //光条の数 もっと増やしたいけどすでに重いですね・・・
fillMinDeg = 1; //光条の幅の下限 値を小さくするとシャープな光
fillMaxDeg = 10; //光条の幅の上限 値を大きくするとやわらかいひかり
lightWeight = 1; //光のアルファを調整
blinkSpeed = 1; //光の点滅を調整
innorColor = 0xE1A3BC; //内側の色
outerColor = 0x954D86; //外側の色
bgColor = 0x461477; //背景の色
startDeg = 0; //開始角度
endDeg = 360; //終了角度
matrix = new Matrix();
matrix.createGradientBox(radius, radius);
container = new Sprite();
this.lightWeight= lightWeight;
var glow:GlowFilter = new GlowFilter(outerColor, 1, 2, 2);
container.filters = [glow];
var i:int;
for (i = 0; i < ray; i++){
var blink:Number = Math.random() * .2 * blinkSpeed;
var tmpAlpha:Number = 1;
var fillDeg:Number = Math.random() * fillMaxDeg + fillMinDeg ;
var sprite:exSprite = new exSprite(blink,tmpAlpha,fillDeg);
sprite.graphics.beginGradientFill("linear", [innorColor, bgColor], [1, 0], [0, 255], matrix);
sprite.graphics.moveTo(0,0);
var pt:Point;
var deg:int;
for(deg=0; deg <= fillDeg; deg++){
var rad:Number = (deg)*Math.PI/180;
pt=Point.polar(radius,rad);
sprite.graphics.lineTo(pt.x,pt.y);
}
sprite.graphics.lineTo(0,0);
sprite.graphics.endFill();
sprite.rotation = Math.random() * endDeg + startDeg -90;
sprite.alpha = 0;
container.addChild(sprite);
sprite.addEventListener(Event.ENTER_FRAME, loop);
}
container.x = 465/2;
container.y = 465/2;
addChild(container);
//真ん中の光の玉2
var sp2:Sprite=new Sprite;
sp2.graphics.beginFill(0xEBC7C8, 1);
sp2.graphics.drawCircle(0, 0, 80);
sp2.graphics.endFill();
var glow2:GlowFilter = new GlowFilter(0xCD6594, 1, 100, 100,2,2,true);
var burl2:BlurFilter = new BlurFilter(80, 80, 2);
sp2.filters = [burl2,glow2];
sp2.x = 465/2;
sp2.y = 465/2;
sp2.blendMode = BlendMode.SCREEN;
addChild(sp2);
//真ん中の光の玉
var sp1:Sprite=new Sprite;
sp1.graphics.beginFill(0xEBC7C8, 1);
sp1.graphics.drawCircle(0, 0, 35);
sp1.graphics.endFill();
var glow1:GlowFilter = new GlowFilter(0xFFCC33, 1, 100, 100);
var burl1:BlurFilter = new BlurFilter(30, 30, 1);
sp1.filters = [burl1,glow1];
sp1.x = 465/2;
sp1.y = 465/2;
addChild(sp1);
}
private function loop(event:Event):void {
//光のalphaを0~1までゆらゆらさせる
event.target.tmpAlpha -= event.target.blink ;
event.target.alpha = Math.cos(event.target.tmpAlpha) / event.target.fillDeg / lightWeight;
}
}
}
import flash.display.Sprite;
class exSprite extends Sprite {
public var fillDeg:uint;
public var tmpAlpha:Number;
public var blink:Number;
function exSprite(blink:Number,tmpAlpha:Number,fillDeg:Number){
this.blink = blink;
this.tmpAlpha = tmpAlpha;
this.fillDeg = fillDeg;
}
}