forked from: Super Express Desert Sunset
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……。
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());
}