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

forked from: Line Wave

// forked from Saqoosha's Line Wave
package { 
     
    import flash.display.Bitmap; 
    import flash.display.BitmapData; 
    import flash.display.Graphics; 
    import flash.display.Shape; 
    import flash.display.Sprite; 
    import flash.display.StageQuality; 
    import flash.events.Event; 
    import flash.geom.Point; 
     
    [SWF(width=465, height=465, backgroundColor=0x0, frameRate=60)] 
     
    public class Wave extends Sprite { 
         
        private static const ZERO_POINT:Point = new Point(); 
         
        private static const K:Number = 10.0; // faster!
        private static const M:Number = 0.5; // slower!
        private static const SCROLL_SPEED:Number = 1.2 * M; 
        private static const NOISE_BASE_X:Number = 150; 
        private static const NOISE_BASE_Y:Number = 50; 
        private static const WAVE_HEIGHT:Number = 40; 
        private static const LINE_STEP_X:int = 16; 
        private static const LINE_STEP_Y:int = 4; 
         
        private var _noise:BitmapData; 
        private var _wave:Shape; 
         
        private var _scroll:Point = new Point(); 
         
        public function Wave() { 
            this.addEventListener(Event.ADDED_TO_STAGE, this._onAddedToStage); 
        } 
         
        private function _onAddedToStage(e:Event):void { 
            this.stage.quality = StageQuality.LOW; 
             
            this._noise = new BitmapData(this.stage.stageWidth/K + 1, this.stage.stageHeight/K + 1, false, 0x0); 
            this._wave = this.addChild(new Shape()) as Shape; 
             
            this.addEventListener(Event.ENTER_FRAME, this._update); 
        } 
         
        private function _update(e:Event):void { 
            this._scroll.x += SCROLL_SPEED; 
            this._scroll.y += SCROLL_SPEED; 
            this._noise.perlinNoise(NOISE_BASE_X / (K * M), NOISE_BASE_Y / (K * M), 2, 123456, true, true, 1, true, [this._scroll]); 

            var g:Graphics = this._wave.graphics; 
            g.clear(); 
            g.lineStyle(2, 0x1f5f7f, 0.5); 
             
            var px:Number = 0; 
            var py:Number = 0; 
            g.moveTo(px, py); 
            
            var last:Number = ((this._noise.getPixel(px/K, py/K) & 0xff) / 0x80 - 1) * WAVE_HEIGHT / M;
            while (1) {
                var ly:Number = py + ((this._noise.getPixel(px/K, py/K) & 0xff) / 0x80 - 1) * WAVE_HEIGHT / M
                    * 0.2 + last * 0.8; last = ly - py;
                if (px == 0) { 
                    g.moveTo(px, ly); 
                } else { 
                    g.lineTo(px, ly); 
                } 
                px += LINE_STEP_X; 
                if (px >= this._noise.width * K) { 
                    px = 0; 
                    py += LINE_STEP_Y; 
                    if (py >= this._noise.height * K) { 
                        break; 
                    } 
                } 
            } 
        } 
    } 
}