forked from: Super Express Desert Sunset

by Ludd forked from Super Express Desert Sunset (diff: 184)
It was a tricky task to scroll seamless mountains.
Click to see how it works.
Unfortunately the volumetric lighting effect is
a bit of a CPU hog, but it looks nice if your
hardware can pull it off.
繋ぎ目のない山を無限スクロールさせるのにちょっと悩みました。
クリックでどうなってるのかネタバレします。
架線柱のティアリングがひどいなあ……。
♥0 | Line 153 | Modified 2011-02-18 22:15:53 | MIT License
play

ActionScript3 source code

/**
 * Copyright Ludd ( http://wonderfl.net/user/Ludd )
 * MIT License ( http://www.opensource.org/licenses/mit-license.php )
 * Downloaded from: http://wonderfl.net/c/jZw7
 */

// forked from yonatan's Super Express Desert Sunset
// forked from k0rin's Super Express

package {
    import flash.display.*;
    import flash.events.*;
    import flash.geom.*;
    
    [SWF(width = "465", height = "465", frameRate = "40", backgroundColor = "0")]
    public class Main extends Sprite
    {
        public static const WIDTH:Number = 465;
        public static const HEIGHT:Number = 465;
        
        private var debug:Boolean = false;
        private var sun:SunLight;
        private var entities:Vector.<Entity> = new Vector.<Entity>();
        private var renderedScene:BitmapData = new BitmapData(WIDTH, HEIGHT);
        private var scene:Sprite = new Sprite;

        public function Main():void
        {
            Wonderfl.disable_capture();
            // 空を描画
            var matrix:Matrix = new Matrix();
            matrix.createGradientBox(WIDTH, HEIGHT, Math.PI / 2);
            graphics.beginGradientFill(GradientType.LINEAR, [0x51484A, 0x96543E], null, [0, 128], matrix);
            graphics.drawRect(0, 0, WIDTH, HEIGHT);
            graphics.endFill();
            
           /* var fogR:Number = 0x58;
            var fogG:Number = 0x39;
            var fogB:Number = 0x34;
            
            var mountainR:Number = 0x19;
            var mountainG:Number = 0x13;
            var mountainB:Number = 0x15;

            const NUMBER_OF_MOUNTAINS:int = 0;
            
            for (var i:int = 0; i < NUMBER_OF_MOUNTAINS; i++) {
                var blend:Number = i / (NUMBER_OF_MOUNTAINS - 1);
                
                var _r:Number = lerp(fogR, mountainR, blend);
                var _g:Number = lerp(fogG, mountainG, blend);
                var _b:Number = lerp(fogB, mountainB, blend);
                
                var baseHeight:Number = HEIGHT / 2 + i * 25;
                var color:uint = (_r << 16) | (_g << 8) | _b;
                */
                var mountain:Mountain = new Mountain();
                entities.push(scene.addChild(mountain));
            //}
           
            addChild(scene);
            addChild(sun = new SunLight(renderedScene));
            
            var outline:Shape = new Shape();
            var g:Graphics = outline.graphics;
            g.lineStyle(1, 0x808080);
            g.drawRect( -1, -1, WIDTH + 2, HEIGHT + 2);
            addChild(outline);
            
            restoreFilters(debug);
            
            addEventListener(Event.ENTER_FRAME, enterFrameHandler);
        }
        
        private function restoreFilters(debug:Boolean):void
        {
            for each (var entity:Entity in entities)
            {
                entity.restoreFilter(debug);
            }
        }
        
        private function enterFrameHandler(e:Event):void 
        {
            for each (var entity:Entity in entities)
            {
                entity.update();
            }
            renderedScene.fillRect(renderedScene.rect, 0);
            renderedScene.draw(scene);
            sun.update();
        }
    }
}

import flash.display.*;
import flash.filters.BlurFilter;
import flash.filters.GlowFilter;
import flash.geom.Matrix;

class Entity extends Sprite
{
    public function update():void { };
    public function restoreFilter(debug:Boolean):void { };
}

class SunLight extends Entity {
    public static const FXW:int = 0x100;
    public static const FXH:int = 0x100;

    private var src:BitmapData = new BitmapData(FXW, FXH, true, 0);
    private var dst:BitmapData = new BitmapData(FXW, FXH, true, 0);
    private var sun:Shape = new Shape;
    private var obstruction:Bitmap;
    private var scaleDown:Matrix = new Matrix;
    private var scaleUp:Matrix = new Matrix;
    private var mtx:Matrix = new Matrix;
    private var canvas:Bitmap = new Bitmap(dst);
    private var blur:BlurFilter = new BlurFilter(5,5,1);
    
    public function SunLight(obstruction:BitmapData) {
        this.blendMode = "add";
        this.obstruction = new Bitmap(obstruction);
        var m:Matrix = new Matrix;
        m.createGradientBox(FXW, FXH, 0, 0, 0);
        sun.graphics.beginGradientFill("radial", [0x0C0804, 0x0C0804, 0x060402, 0x030201, 0], [1, 1, 1, 1, 1], [0, 10, 14, 64, 255], m);
        sun.graphics.drawRect(0, 0, FXW, FXH);
        sun.graphics.endFill();
        sun.cacheAsBitmap = true;
        
        scaleDown.scale(FXW/Main.WIDTH, FXH/Main.HEIGHT);
        scaleUp.scale(Main.WIDTH/FXW, Main.HEIGHT/FXH);

        addChild(canvas);
        transform.matrix = scaleUp;
    }

    public override function update():void {
        src.lock();
        dst.lock();
        src.fillRect(src.rect, 0);
        src.draw(sun);
        src.draw(obstruction, scaleDown, null, "erase");
        canvas.bitmapData = process(src);
        src.unlock();
        dst.unlock();
    }
    
    private function process(src:BitmapData):BitmapData {
        var dst:BitmapData = this.dst;
        mtx.identity();
        mtx.translate(-FXW/34, -FXH/34);
        mtx.scale(17/16, 17/16);
        var cnt:int = 5;
        var tmp:BitmapData;
        while(cnt--) {
            mtx.concat(mtx);
            dst.copyPixels(src, src.rect, src.rect.topLeft);
            dst.draw(src, mtx, null, "add");
            dst.applyFilter(dst, dst.rect, dst.rect.topLeft, blur);
            tmp = src;
            src = dst;
            dst = tmp;
        }
        return src;
    }
}

class Mountain extends Entity
{
    private var heightMap:Vector.<Number> = new Vector.<Number>();
    private const SEGMENT_LENGTH:Number = 10;
    
    private var baseHeight:Number;
    private var color:uint;
    private var speed:Number;
    
    function Mountain()
    {        
        createShape();
    }
    
    public override function update():void
    {
        /*x += speed;
        if (x < -(width - Main.WIDTH)) {
            var removeSegmentNumber:int = (width - Main.WIDTH) / SEGMENT_LENGTH;
            heightMap.splice(0, removeSegmentNumber);
            x += removeSegmentNumber * SEGMENT_LENGTH;
         */  
            createShape();
        //}
    }
    
    private function createShape():void
    {
        var g:Graphics = graphics;
        
        g.clear();
        g.beginFill(color);
        g.moveTo(0, Main.HEIGHT);
        g.drawRect(0, 0, 70, 70);
        g.endFill();
        
        // デバッグ表示
        g.lineStyle(1, color);
        g.moveTo(0, heightMap[0]);
        g.lineTo(0, Main.HEIGHT * 2);
    }
}

// 線形補間
function lerp(n0:Number, n1:Number, p:Number):Number
{
    return n0 * (1 - p) + n1 * p;
}

// [min, max)の乱数を取得
function rnd(min:Number, max:Number):Number
{
    return min + Math.random() * (max - min);
    //  return lerp(min, max, Math.random());
}