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

forked from: Ripple

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by bradsedito 26 Jan 2013
/**
 * Copyright bradsedito ( http://wonderfl.net/user/bradsedito )
 * MIT License ( http://www.opensource.org/licenses/mit-license.php )
 * Downloaded from: http://wonderfl.net/c/ziQt
 */

// forked from takumi0125's Ripple
package  {
    import flash.display.Bitmap;
    import flash.display.BitmapData;
    import flash.display.BitmapDataChannel;
    import flash.display.BlendMode;
    import flash.display.Graphics;
    import flash.display.Shape;
    import flash.display.Sprite;
    import flash.display.Stage;
    import flash.display.StageAlign;
    import flash.display.StageScaleMode;
    import flash.events.Event;
    import flash.events.MouseEvent;
    import flash.filters.ConvolutionFilter;
    import flash.filters.DisplacementMapFilter;
    import flash.filters.DisplacementMapFilterMode;
    import flash.geom.ColorTransform;
    import flash.geom.Matrix;
    import flash.geom.Point;
    import flash.geom.Rectangle;
    
    [SWF(backgroundColor = "0xffffff", frameRate = "60")]
    
    public class Main extends Sprite {
        private var _mainBitmap:Bitmap;                    //メインのBitmap
        private var _mainBitmapData:BitmapData;            //メインのBitmapData
        private var _mainShape:Shape;                      //メインのShape
        private var _mainGraphics:Graphics;                //メインのGraphics
        private var _bitmapRect:Rectangle;                 //ビットマップの範囲
        private var _bitmapDataWidth:Number;               //ビットマップの横幅
        private var _bitmapDataHeight:Number;              //ビットマップの縦幅
        private var _checkMaterialBitmapData:BitmapData;   //チェックパターン用のBitmapData
        private var _checkMaterialShape:Shape;             //チェックパターン用のShape
        private var _checkMaterialMatrix:Matrix;           //チェックパターン用のMatrix
        private var _bufferBitmapData1:BitmapData;         //波紋フィルタ生成用のBitmapDataその1
        private var _bufferBitmapData2:BitmapData;         //波紋フィルタ生成用のBitmapDataその2
        private var _defBitmapData:BitmapData;             //波紋フィルタソース用のBitmapData
        private var _bufferRect:Rectangle;                 //波紋フィルタ用のRectagle
        private var _rippleCircle:Shape;                   //波紋の円
        private var _originPoint:Point;                    //原点のPoint
        private var _rippleFilter:DisplacementMapFilter;   //波紋フィルタ (DisplacementMapFilter)
        private var _convolitionFilter:ConvolutionFilter;  //波紋生成のためのConvolutionFilter
        private var _colourTransform:ColorTransform;       //波紋生成のためのColorTransform
        private var _matrix:Matrix;                        //波紋フィルタ用のMatrix
        
        private const _SCALE:Number                         = 1 / 4;  //フィルタのサイズ 
        private const _DISPLACEMENT_MAP_FILTER_SCALE:Number =    30;  //DisplacementMapFilterのscale
        private const _RIPPLE_RADIUS:Number                 =    10;  //波紋生成時の半径
        private const _CHECK_PATTERN_WIDTH:Number           =    21; // 6;  //チェックパターンのサイズ
        
        //constructor
        public function Main() {
            _init();
        }
        
        //イニシャライズ
        private function _init():void {
            stage.scaleMode = StageScaleMode.NO_SCALE;
            stage.align = StageAlign.TOP_LEFT 
                        
            //メインのビットマップ
            _mainBitmap = new Bitmap();
            addChild(_mainBitmap);
            
            //メイン部分のイニシャライズ
            _mainShape = new Shape();
            _mainGraphics = _mainShape.graphics;
            
            _checkMaterialMatrix = new Matrix();
            _checkMaterialShape = new Shape();
            var checkMaterialGraphics:Graphics = _checkMaterialShape.graphics;
            checkMaterialGraphics.beginFill( 0x131413 );
            checkMaterialGraphics.drawRect(0, 0, _CHECK_PATTERN_WIDTH/4, _CHECK_PATTERN_WIDTH/4);
            checkMaterialGraphics.drawRect(_CHECK_PATTERN_WIDTH/4, _CHECK_PATTERN_WIDTH/4, _CHECK_PATTERN_WIDTH/4, _CHECK_PATTERN_WIDTH/4);
            checkMaterialGraphics.endFill();
            _checkMaterialBitmapData = new BitmapData(_CHECK_PATTERN_WIDTH/4 * 2, _CHECK_PATTERN_WIDTH/4 * 2);
            _checkMaterialBitmapData.draw(_checkMaterialShape);
            
            //波紋用のデータをイニシャライズ
            _originPoint = new Point();
            _convolitionFilter = new ConvolutionFilter(3, 3, [0.5, 1, 0.5, 1, 0, 1, 0.5, 1, 0.5], 3);
            _colourTransform = new ColorTransform(1, 1, 1, 1, 128, 128, 128);
            
            _rippleCircle = new Shape();
            var circleGraphics:Graphics = _rippleCircle.graphics;
            circleGraphics.beginFill(0xff);
            circleGraphics.drawCircle(0, 0, _RIPPLE_RADIUS * _SCALE);
            circleGraphics.endFill();
            
            _matrix = new Matrix();
            
            _resizeHandler();
            
            //リサイズ処理
            stage.addEventListener(Event.RESIZE, _resizeHandler);
            
            //フレームごとの処理
            stage.addEventListener(Event.ENTER_FRAME, _enterFrameHandler);
            
            //マウスを動かした際の処理
            stage.addEventListener(MouseEvent.MOUSE_MOVE, _mouseMoveHandler);
        }
                        
        //リサイズ処理
        private function _resizeHandler(e:Event = null):void {
            _bitmapDataWidth = stage.stageWidth;
            _bitmapDataHeight = stage.stageHeight;
            
            _bitmapRect = new Rectangle(0, 0, _bitmapDataWidth, _bitmapDataHeight);
                        
                        
            //メインのビットマップ
            _checkMaterialMatrix.identity();
            _checkMaterialMatrix.translate((_bitmapDataWidth - _CHECK_PATTERN_WIDTH) / 2, (_bitmapDataHeight - _CHECK_PATTERN_WIDTH) / 2);
            _mainGraphics.clear();
            _mainGraphics.beginBitmapFill(_checkMaterialBitmapData, _checkMaterialMatrix);
            _mainGraphics.drawRect(0, 0, _bitmapDataWidth, _bitmapDataHeight);
            _mainGraphics.endFill();
            
            if(_mainBitmapData) _mainBitmapData.dispose();
            _mainBitmapData = new BitmapData(_bitmapDataWidth, _bitmapDataHeight, false, 0xffffffff);
            _mainBitmapData.draw(_mainShape);
            
            
            //波紋処理
            if(_bufferBitmapData1) _bufferBitmapData1.dispose();
            _bufferBitmapData1 = new BitmapData(_bitmapDataWidth * _SCALE, _bitmapDataHeight * _SCALE, false, 0x000000);
            
            if(_bufferBitmapData2) _bufferBitmapData2.dispose();
            _bufferBitmapData2 = new BitmapData(_bufferBitmapData1.width, _bufferBitmapData1.height, false, 0x000000);
            
            if(_defBitmapData) _defBitmapData.dispose();
            _defBitmapData = new BitmapData(_bitmapDataWidth, _bitmapDataHeight, false, 0xff000000);
            
            _bufferRect = new Rectangle(0, 0, _bufferBitmapData1.width, _bufferBitmapData1.height);
            
            _rippleFilter = new DisplacementMapFilter(_defBitmapData, _originPoint, BitmapDataChannel.BLUE, BitmapDataChannel.BLUE, _DISPLACEMENT_MAP_FILTER_SCALE, _DISPLACEMENT_MAP_FILTER_SCALE, DisplacementMapFilterMode.WRAP);
                        _matrix.identity();
            _matrix.scale(_defBitmapData.width / _bufferBitmapData1.width, _defBitmapData.height / _bufferBitmapData1.height);
            
            _mainBitmap.bitmapData = _mainBitmapData;
            
        }
        
        //フレームごとの処理
        private function _enterFrameHandler(e:Event = null):void {
            var temp:BitmapData = _bufferBitmapData2.clone();
            _bufferBitmapData2.applyFilter(_bufferBitmapData1, _bufferRect, _originPoint, _convolitionFilter);
            _bufferBitmapData2.draw(temp, null, null, BlendMode.SUBTRACT, null, false);
            _defBitmapData.draw(_bufferBitmapData2, _matrix, _colourTransform, null, null, true);
            _rippleFilter.mapBitmap = _defBitmapData;
            temp.dispose();
            
            temp = _bufferBitmapData1;
            _bufferBitmapData1 = _bufferBitmapData2;
            _bufferBitmapData2 = temp;
            
            _mainBitmap.filters = [_rippleFilter];
        }
        
        //マウスを動かした際の処理
        private function _mouseMoveHandler(e:MouseEvent):void {
            var stageX:Number = e.stageX;
            var stageY:Number = e.stageY;
                        
            _bufferBitmapData1.draw(_rippleCircle, new Matrix(1, 0, 0, 1, stageX * _SCALE, stageY * _SCALE));
        }
    }
}