Browsing the archives for the classes category.

Actionscript 3 | Speedcoding video - session #1: Black Branches

BitmapData, Math, actionscript 3, algorithms, classes, fun, perlinNoise

Yesterday night I wanted to have some “no-purpose coding session” and thought it was a nice idea to record the session and do a speedcoding video. The original video has been collapsed from 45 minutes to 3 minutes circa.

The main concept is once again based on perlinNoise which (I am sure you already guessed) is something I do like very much. So please start call me “The PerlinNoise Guy” or “Perlinator”. :-D

So this is my first speedcoding video (be sure to look at it in high quality):

Here’s the interactive demo:

400
Click to launch. Move mouse (x position) to change smoothness (my favourite values are around 100)

The code consist on a Branch.as class file (click to download) and some timeline code to assemble the demo:

import com.oaxoa.fx.Branch;
 
const w:uint=stage.stageWidth;
const h:uint=stage.stageHeight;
 
var ct:ColorTransform=new ColorTransform(1,1,1,1,1,1,1);
var renderView:BitmapData=new BitmapData(w, h, true);
var bmp:Bitmap=new Bitmap(renderView);
addChild(bmp);
 
var tf:TextFormat=new TextFormat("_sans", 16, 0, true);
var label:TextField=new TextField();
label.width=400;
label.defaultTextFormat=tf;
addChild(label);
 
var timer:Timer=new Timer(10);
timer.addEventListener(TimerEvent.TIMER, ontimer);
timer.start();
 
function ontimer(event:TimerEvent):void {
	addNew();
}
function addNew():void {
	label.text="Smoothness: "+String(mouseX-w/2);
	var tt:Branch=new Branch(mouseX-w/2);
	tt.x=stage.stageWidth/2;
	tt.y=stage.stageHeight/2;
	tt.addEventListener(Event.COMPLETE, oncomplete);
	addChild(tt);
	renderView.colorTransform(renderView.rect, ct);
}
function oncomplete(event:Event):void {
	var t:Branch=event.currentTarget as Branch;
	var matrix:Matrix=new Matrix();
	matrix.translate(t.x, t.y);
	renderView.draw(t, matrix);
	removeChild(t);
	t.removeEventListener(Event.COMPLETE, oncomplete);
	t=null;
}

I didn’t forget about the lightning class part 3 that I will publish soon :)

As usual if you liked this drop a line in the comments.
Ciao

10 Comments

Actionscript 3 Basic Tutorial - Easiest way to do easy stuff (Starfield class)

BitmapData, Particles, actionscript 3, algorithms, classes, fun, perlinNoise

I don’t usually post about two lines of code snippets, or about workarounds to that damn bug or about basic tutorials for beginners. I honestly haven’t enough time and will to post on a daily basis. Usually I use this blog to mantain me focused on a single project I find interesting and take it to the end (not a really working however :-P).

Logic comes first, code is the last step

So what about the title? What’s the the perfect beginner but somehow satisfying tutorial?
Answer snow/rain/starfield and you got it, and here we have a basic starfield class tutorial.

However the main reason I am posting this is not about the 30-40 code lines involved in rendering a random starfield but make you stop a moment and think about a possible easier way to do what you are doing.
I’ll try to be clearer: this morning I was working on a flash animation and just wanted to place a background starfield on my bucholic landscape view. So I quickly created the class but was missing something… off course a starfield is not cool if stars don’t twinkle (winkle, scintillate
shine… vary in light intensity etc.). So I started to recall the milions of experiments like this I did years ago in Actionscript 1 and ok… the first answer was something like:

  • Generate every star as a sprite/movieclip (possibily in a main container)
  • list the instance in some array, dictionary (whatever you prefer)
  • to make ‘em twinkle, at every frame, do a for loop on every instance and vary its alpha with some some increment/decrement/sine calculation (o simply randomize it if you are lazy)

or you can have a Star class togheter with the Starfield class and let the Star class think about everything, so it creates its EnterFrame event to start twinkling when added (but it’s always a bad idea to have hundres of EnterFrame events, when you can have only one in the main class.

But…

Flash teach me that there are always many options to get to the same results (that is what I really like most about flash developing), AND… that bitmap filters and blend modes are a gift to hardcore developers with tremendous possibilities.

So.. do we really want a subtle background effect to keep 50% of the CPU? I don’t.

Continue Reading »

14 Comments

Actionscript 3 - PixelMorphing Class (now with source code)

BitmapData, Particles, actionscript 3, advanced image editing, algorithms, classes, fun, morphing

Updated on 04/27/2009: Class with some improvements to skip transparent pixels. The two images should however share the same amount (or similar) of visible pixels.
Lot of space for improvements here, if someone want to contribute very appreciated.

Ok, lot of time passed since I posted my PixelMorphing class experiment.
Seemed to me that post passed quite unobserved but then I received a lot of feedback and e-mail asking to share the source code.

Well, the first time I wanted to speed up posting and do further experimentation/optimization so I din’t prepare the source but since the main believe of this blog is that if someone ask for code I release it, here we are. Optimization still not done… I am a lazy one, so if someone want to help improve it is really welcome.

Now the steps to play with it:

  1. Download the PixelMorphing class
  2. Use it with this code:
import com.oaxoa.fx.PixelMorphing;
var pm:PixelMorphing=new PixelMorphing(pic1, pic2, 200);
addChild(pm);
 
pm.start();
//pm.reset();

or certainly you can place some buttons or some combo and wait for some event for it to start or reset. The main code of the previous post is this:

Continue Reading »

15 Comments

Actionscript 3 - Fun with isometrics (part2 (with source))

BitmapData, Math, actionscript 3, classes, equalizer, fun

Hi there,

back again with some funny isoStuff.
Here’s an optimized and enhanced version of the previous post, and with source code explained.
It now has dynamic colors and you can choose colors and size (for hi and low values).


See it moving

Ok now some explanation:
The main trick behind this (for who didn’t noticed) is that the code simply redraw at every frame just the first line of blocks. Then simply draw() that first line into a BitmapData that scrolls of a block size… and the trick lives!

Ok, speaking about optimization… two main things:
1. Draw it without a line (just fills) and it goes 2x faster
2. Even that first line (60 pieces only) was not actually so fast…

About this second point the code involved with sine-wave and dynamic colors calculation contains some math equation, but nothing can really send your CPU @100%. The main CPU draining comes from the visual/rendering part.
One solution I implemented in this experiment (and it’s a trick can be used very often) is simply draw into a bitmap even that first line without adding to childList the vector part. With this little trick fps went from 15 to 31 =).

Continue Reading »

4 Comments

Asciify - Actionscript 3 (as3) Ascii Art class

BitmapData, actionscript 3, ascii art, classes

There are trends on the web (as in real world) that last days or weeks and there are things that became a classic form of expression of the geek culture and are still interesting to explore after 20+ years.

Ascii Art is one of these things. If you don’t know what ascii art is you’re probably reading the wrong blog, however for the one or two that doesn’t know about it, here you can learn more about it: Ascii art on wikipedia.

I always had in mind the idea to create an actionscript class to render ascii art from pictures and now with as3 this is going to be possible at decent speed.

My class is called Asciify and it can actually “ascii-fy” every DisplayObject instance on the display list.

Usage is very simple and it’s actually REALLY fast.
Didn’t think AVM2 could asciify a video in real time but I was wrong. You cannot go further certain resolutions but if you stay on small videos with decent detail 30fps are guaranteed.

This is the constructor method:

public function Asciify(targetClip:DisplayObject, tformat:TextFormat, pixelSize:Number=8, negative:Boolean=false) {

and this is a sample usage:

var asciifyInstance:Asciify=new Asciify(picture, textFormat, 16);
addChild(asciifyInstance);

Demos & download

See a working demo here:
Asciify class test demo 1
Pictures demo

Another demo applied to a video (see original video here)… this demo uses a glow effect too that make you loose a couple o fps but I couldn’t resist:

Asciify class test demo 2
Video demo

You can offcourse apply it to an animated movieclip or anything else.
In this demos I use ProggyCleanTT font, but you can use any monospaced font that must be imported into the library and have a linkage (in this case I gave it “Font1″ linkage name).
Then just play a little with size, leading and kerning of the textformat to achive the desired effect.

Here is the class:

Asciify class download

Just extract it to [your custom classes folder]/com/oaxoa/fx/

Here is the code for the video demo:

import fl.controls.Button;
import flash.events.Event;
import flash.text.TextFormat;
import flash.filters.GlowFilter;
import fl.controls.CheckBox;
import com.oaxoa.fx.Asciify;
import com.oaxoa.components.FrameRater;
 
var glow:GlowFilter=new GlowFilter(0xffff00);
 
/*******************************************/
 
// setup the TextFormat object to use
var font:Font=new Font1();
var textFormat:TextFormat=new TextFormat();
textFormat.font=font.fontName;
textFormat.size=16;
textFormat.leading=-9;
textFormat.color=0xffff00;
 
// create an istance of the class and add a nice glow filter
var asciifyInstance:Asciify=new Asciify(video, textFormat, 6);
asciifyInstance.y=30;
asciifyInstance.filters=[glow];
addChild(asciifyInstance);
 
// update asciifyInstance at every frame
addEventListener(Event.ENTER_FRAME, onframe);
 
function onframe(event:Event):void {
	asciifyInstance.render();
}
 
/*******************************************/
 
// just add some interface for the demo
// you don't really need stuff below this line
 
var interfaceFormat:TextFormat=new TextFormat();
interfaceFormat.color=0xffffff;
interfaceFormat.size=12;
 
var cb:CheckBox=new CheckBox();
cb.label="Glow active";
cb.y=4;
cb.x=260;
cb.setStyle("textFormat", interfaceFormat);
cb.selected=true;
addChild(cb);
 
cb.addEventListener(Event.CHANGE, oncb);
 
function oncb(event:Event):void {
	cb.selected ? asciifyInstance.filters=[glow] : asciifyInstance.filters=[];
}
 
var button:Button=new Button();
button.label="Copy frame to clipboard";
button.y=4;
button.x=70;
button.width=170;
button.setStyle("textFormat", interfaceFormat);
addChild(button);
 
button.addEventListener(MouseEvent.CLICK, onclick);
 
function onclick(event:MouseEvent):void {
	asciifyInstance.copyContentsToClipboard();
}
 
var fr:FrameRater=new FrameRater(0xffffff);
fr.x=10;
fr.y=4;
addChild(fr);
34 Comments

Fountain equalizer now with source code

Particles, actionscript 3, classes, equalizer

I just edited the Fountain equalizer post adding the source code.
You’ll just need to download the two particles classes and copy the main code.

I received really a lot of requests about the code in the comments and by mail, and I am very pleased about this… means you liked it.

Expect more equalizing fun.

1 Comment

Actionscript 3 - PixelMorphing class first test (morphing with particles)

BitmapData, Particles, actionscript 3, classes, morphing

Hi there,
I am back after some pause with this interesting effect. This class takes every pixel from two pictures, sort them by averaged luminosity e reconstruct the second picture animating pixels from the first one.

The effect is a very nice pixel morphing (particles morphing) and the final result resambles some color ramp recolor tecnique.

pixelmorphing_test.jpg
Start demo

This is the second algorythm I wrote. The first one was build to do the calculation about moving pixels and then draw the full picture parsing the full array of pixels. The bigger problem in the first one was speed of execution.

The setPixel method of the BitmapData class is far too slow for this kind of effect and even slower was the parsing every frame of the full array containing all the pixel of the first image.

So I come with completely new algorythm that uses three bitmaps/bitmapdatas where the first only displays original image and set to trasparent only pixels that have moved away.
The scond one redraws every frame, but only displays moving pixels which are stored in a much shorter array and the last one shows only pixels which reached the final position.

With this second approach only pixels effectively changing are redrawn and a lot of speed can be gained.

This first post is only for showcase, during next days I will write a technical post about class structure, speed optimisations etc. off course with source code.

Don’t forget to leave a comment if you like it ;-)

22 Comments

Actionscript 3 FrameRater Class

FrameRater, actionscript 3, classes, utils

In my previous post you may have noticed the little frame rate meter in the top left corner.
Somebody just asked me to post this simple but very useful class.

framerater.gif
Download FrameRater
.
..and extract it to: [your as3 classes dir]/com/oaxoa/components/

Usage is very simple:

// import class from the oaxoa package
import com.oaxoa.components.FrameRater;
// create a new instance
var fr:FrameRater=new FrameRater(0xffffff, true);
// position it where you want
fr.x=10; fr.y=10;
// add it to the displayList
addChild(fr);

The constructor function can receive four optionals parameters:

public function FrameRater(textColor:uint=0x000000, drawShadow:Boolean=false, showGraph:Boolean=true, graphColor:uint=0xff0000) {

Leave a comment if you like it ;)

4 Comments