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

forked from: forked from: 毛文字

変更箇所

60:if ( color32 != 0 ) {
->if ( color32 == 0 ) {
// forked from tkinjo's forked from: 毛文字
// forked from borealkiss's 毛文字
package {
	
	/**
	 * 変更箇所
	 * 
	 * 60:if ( color32 != 0 ) {
	 * ->if ( color32 == 0 ) {
	 */
	
	import flash.display.BitmapData;
	import flash.display.DisplayObject;
	import flash.display.Sprite;
	import flash.text.TextFormat;
	
	[SWF(width = "465", height = "465", frameRate = "60", backgroundColor = "#ffffff")]
	public class Main extends Sprite {
		
		private const TEXT:String = "毛文字";
		
		public function Main() {
			
			var hairyText:DisplayObject = createHairyText( TEXT, new TextFormat( null, 100 ), 0.5 );
			hairyText.x = ( stage.stageWidth - hairyText.width ) / 2;
			hairyText.y = ( stage.stageHeight - hairyText.height ) / 2;
			addChild( hairyText );
		}
	}
 }

import flash.display.Bitmap;
import flash.display.DisplayObject;
import flash.display.Sprite;
import flash.display.Graphics;
import flash.display.BitmapData;
import flash.geom.Matrix;
import flash.geom.Rectangle;
import flash.text.TextFormat;
 
function createHairyText( text:String, textFormat:TextFormat = null, limit:Number = 1, longHairLength:Number = 0, alpha:Number = 0.5 ):DisplayObject {
	
	if ( !textFormat )
		textFormat = new TextFormat();
	
	if ( !longHairLength )
		longHairLength = ( ( textFormat.size ) ? Number( textFormat.size ) : 12 ) / 10;	// 12 は Flash Player 固有のフォーマットのフォントサイズ
	
	var bitmapData:BitmapData = textToBitmapData( text, textFormat );
	
	var sprite:Sprite = new Sprite();
	var graphics:Graphics = sprite.graphics;
	
	graphics.clear();
	graphics.lineStyle( 0, uint( textFormat.color ), alpha );
	
	for ( var i:uint = 0; i < ( bitmapData.width * bitmapData.height ) * limit; i++ ) {
		
		var x:uint = ( limit != 1 ) ? Math.random() * bitmapData.width : i % bitmapData.width;
		var y:uint = ( limit != 1 ) ? Math.random() * bitmapData.height : uint( i / bitmapData.width );
		var color32:uint = bitmapData.getPixel32( x, y );
		
		if ( color32 == 0 ) {
			
			//Anchor point so that the hair goes outer.
			var hairLength:Number = longHairLength * Math.random();
			var hairRadian:Number = Math.random() * 2 * Math.PI;
			var anchorX:Number = x + hairLength * Math.cos( hairRadian );
			var anchorY:Number = y + hairLength * Math.sin( hairRadian );
			
			//Control point for the Bezier curve.
			var controlDistance:Number = longHairLength * Math.random();
			var controlRadian:Number = Math.random() * 2 * Math.PI;
			var controlX:Number = x + controlDistance * Math.cos( controlRadian );
			var controlY:Number = y + controlDistance * Math.sin( controlRadian );
			
			graphics.moveTo( x, y );
			graphics.curveTo( controlX, controlY, anchorX, anchorY );
		}
	}
	
	return sprite;
 }



import flash.display.BitmapData;
import flash.geom.Matrix;
import flash.text.TextField;
import flash.text.TextFormat;

/**
 * テキストをビットマップデータに変換する関数
 */
function textToBitmapData( text:String, textFormat:TextFormat = null ):BitmapData {
	
	// テキストフィールドの作成
	var textField:TextField = new TextField();
	textField.text = text;
	
	// テキストフォーマットの適用
	if( textFormat )
		textField.setTextFormat( textFormat );
	
	// テキストフィールドの幅、高さを調節。2 * 2 の意味は参考リンク参照。
	textField.width = textField.textWidth + 2 * 2;
	textField.height = textField.textHeight + 2 * 2;
	
	// ビットマップデータの作成
	var bitmapData:BitmapData = new BitmapData( textField.width - 2 * 2, textField.height - 2 * 2, true, 0 );
	
	// テキストフィールドをビットマップデータ上に描画。
	bitmapData.draw( textField, new Matrix(1, 0, 0, 1, -2, -2) );
	
	return bitmapData;
}