Browsing the archives for the classes category.

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

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

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 =).

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Asciify – Actionscript 3 (as3) Ascii Art class

actionscript 3, ascii art, BitmapData, 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);

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.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();

// create an istance of the class and add a nice glow filter
var asciifyInstance:Asciify=new Asciify(video, textFormat, 6);

// update asciifyInstance at every frame
addEventListener(Event.ENTER_FRAME, onframe);

function onframe(event:Event):void {


// just add some interface for the demo
// you don't really need stuff below this line

var interfaceFormat:TextFormat=new TextFormat();

var cb:CheckBox=new CheckBox();
cb.label="Glow active";
cb.setStyle("textFormat", interfaceFormat);

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.setStyle("textFormat", interfaceFormat);

button.addEventListener(MouseEvent.CLICK, onclick);

function onclick(event:MouseEvent):void {

var fr:FrameRater=new FrameRater(0xffffff);

Fountain equalizer now with source code

actionscript 3, classes, equalizer, Particles

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.

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

actionscript 3, BitmapData, classes, morphing, Particles

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.

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 ;-)


Actionscript 3 FrameRater Class

actionscript 3, classes, FrameRater, 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.

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

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 ;)

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