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PerlinNoise

//////////////////////////////////////////////////////////////////////////////
PerlinNoise
BitmapDataでノイズ生成 (3)
http://www.project-nya.jp/modules/weblog/details.php?blog_id=481
[AS3.0] PerlinNoiseクラスに挑戦!
http://www.project-nya.jp/modules/weblog/details.php?blog_id=1114
//////////////////////////////////////////////////////////////////////////////
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by ProjectNya 27 Aug 2010
    Embed
/**
 * Copyright ProjectNya ( http://wonderfl.net/user/ProjectNya )
 * MIT License ( http://www.opensource.org/licenses/mit-license.php )
 * Downloaded from: http://wonderfl.net/c/xuya
 */

////////////////////////////////////////////////////////////////////////////////
// PerlinNoise
//
// BitmapDataでノイズ生成 (3)
// http://www.project-nya.jp/modules/weblog/details.php?blog_id=481
// [AS3.0] PerlinNoiseクラスに挑戦!
// http://www.project-nya.jp/modules/weblog/details.php?blog_id=1114
////////////////////////////////////////////////////////////////////////////////

package {

    import flash.display.Sprite;
    import flash.display.StageScaleMode;
    import flash.display.StageAlign;
    import flash.display.Bitmap;
    import flash.geom.Rectangle;
    import flash.geom.Point;
    import flash.events.Event;

    [SWF(backgroundColor="#000000", width="465", height="465", frameRate="30")]

    public class Main extends Sprite {
        private var noise:PerlinNoise;
        private var speeds:Array;

        public function Main() {
            //Wonderfl.capture_delay(1);
            init();
        }

        private function init():void {
            graphics.beginFill(0x000000);
            graphics.drawRect(0, 0, 465, 465);
            graphics.endFill();
            var rect:Rectangle = new Rectangle(0, 0, 400, 400);
            var octaves:uint = 2;
            //ノイズ生成
            noise = new PerlinNoise(rect, 32, 32, octaves);
            var bitmap:Bitmap = new Bitmap(noise);
            addChild(bitmap);
            bitmap.x = 32;
            bitmap.y = 32;
            speeds = new Array();
            for (var n:uint = 0; n < octaves; n++) {
                var sx:Number = (Math.random() - 0.5)*3;
                var sy:Number = (Math.random() - 0.5)*3 + 2.5;
                speeds.push(new Point(sx, sy));
            }
            addEventListener(Event.ENTER_FRAME, update, false, 0, true);
        }
        private function update(evt:Event):void {
            //ノイズ生成
            noise.update(speeds);
        }

    }

}


//////////////////////////////////////////////////
// PerlinNoiseクラス
//////////////////////////////////////////////////

import flash.display.BitmapData;
import flash.geom.Rectangle;
import flash.geom.Point;

class PerlinNoise extends BitmapData {
    private var bx:uint;
    private var by:uint;
    private var octaves:uint;
    private var seed:uint;
    private var stitch:Boolean = true;
    private var fractalNoise:Boolean = true;
    private var channel:uint = 0;
    private var grayScale:Boolean = true;
    private var offsets:Array = new Array();

    public function PerlinNoise(rect:Rectangle, x:uint, y:uint, o:uint = 1, g:Boolean = true, c:uint = 0, s:uint = 1, st:Boolean = false, f:Boolean = true) {
        super(rect.width, rect.height, false, 0xFF000000);
        bx = x;
        by = y;
        octaves = o;
        grayScale = g;
        channel = c;
        if (grayScale) channel = 0;
        for (var n:uint = 0; n < octaves; n++) {
            var point:Point = new Point();
            offsets.push(point);
        }
        stitch = st;
        fractalNoise = f;
        create(s, offsets);
    }

    private function create(s:uint, o:Array = null):void {
        seed = s;
        offsets = o;
        if (offsets == null) offsets = [new Point()];
        lock();
        perlinNoise(bx, by, octaves, seed, stitch, fractalNoise, channel, grayScale, offsets);
        draw(this);
        unlock();
    }
    public function update(speeds:Array):void {
        for (var n:uint = 0; n < octaves; n++) {
            var offset:Point = offsets[n];
            var speed:Point = speeds[n];
            offset.x += speed.x;
            offset.y += speed.y;
        }
        lock();
        perlinNoise(bx, by, octaves, seed, stitch, fractalNoise, channel, grayScale, offsets);
        draw(this);
        unlock();
    }

}