Forked from: tail_y's SmolderEffect diff:1 forked from: SmolderEffect gourmetbu forked:0favorite:0lines:207license : MIT License modified : 2011-10-07 00:30:09 Embed Tweet // forked from tail_y's SmolderEffect package { /* カードが、ラスボスのように細かくなって消えていく演出。 カードグラフィックはエジエレキ(edielec)さんの作品だよ。 次のゲームで使いたくて作ったけど、キラキラ部分がキラキラしすぎたので、その部分は消すかも。 */ import flash.display.Bitmap; import flash.display.BitmapData; import flash.display.BitmapDataChannel; import flash.display.BlendMode; import flash.display.GradientType; import flash.display.Loader; import flash.display.Sprite; import flash.display.StageQuality; import flash.events.Event; import flash.events.MouseEvent; import flash.filters.DropShadowFilter; import flash.geom.ColorTransform; import flash.geom.Matrix; import flash.geom.Point; import flash.geom.Rectangle; import flash.net.URLRequest; import flash.system.LoaderContext; import flash.system.Security; public class SmolderEffect extends Sprite { public static const STAGE_W:uint = 465; public static const STAGE_H:uint = 465; // 設定 private static const _CLOUD_SIZE:int = 150; private static const _NUM_OCTVES:int = 8; private static const _GRADIENT_STRENGTH:Number = 0.5; private static const _EFFECT_FRAME:int = 150; private static const _FIRE_COLOR:uint = 0xffffffff; private static const _PARTICLE_MOVE:int = -1; private static const _PARTICLE_MARGIN:int = 15; private static const _TWINCLE_SIZE:int = 4; private static const _TWINCLE_ALPHA:Number = 0.5; private static const _CARD_URL:Array = [ "http://asset.sipo.jp/wonderfl/img/smolderEffect/cardSample1.png", "http://asset.sipo.jp/wonderfl/img/smolderEffect/cardSample2.png", "http://asset.sipo.jp/wonderfl/img/smolderEffect/cardSample3.png" ]; private static const _BG_URL:String = "http://asset.sipo.jp/wonderfl/img/smolderEffect/bg1.jpg"; // ロード private var _loadNum:int = 0; private var _loadNumMax:int = 0; // 表示系 private var _cardDisplayList:Array = []; private var _bgSprite:Sprite; private var _displayData:BitmapData; private var _mainSprite:Sprite; // エフェクト対象。これ自体は表示されない private var _display:Bitmap; private var _particle:Bitmap; private var _twincle:Bitmap; // エフェクト要素 private var _effectW:int; private var _effectH:int; private var _point:Point = new Point(); private var _rect:Rectangle; private var _effectCount:int; private var _shadow:DropShadowFilter = new DropShadowFilter(2, 90, 0x000000, 0.5, 32, 32, 1, 3); private var _particleColorTrans:ColorTransform = new ColorTransform(0.8, 0.85, 0.9); private var _particlePoint:Point = new Point(0, _PARTICLE_MOVE); private var _twincleMatrix:Matrix = new Matrix(1/_TWINCLE_SIZE, 0, 0, 1/_TWINCLE_SIZE); // 使用画像 private var _baseData:BitmapData; // 最終的に表示されるビットマップ(加算以外) private var _clear:BitmapData; // 消去用ビットマップ private var _black:BitmapData; // 消去用ビットマップ(黒) private var _cloud:BitmapData; // 雲 private var _card:BitmapData; // カードの部分 private var _fire:BitmapData; // 炎の部分 private var _fireClear:BitmapData; private var _noise:BitmapData; private var _particleMask:BitmapData; private var _particleFire:BitmapData; private var _particleDisplay:BitmapData; // パーティクル(加算になるので、別扱いする。) private var _twincleDisplay:BitmapData; public function SmolderEffect() { addEventListener(Event.ADDED_TO_STAGE, init); // flexBuilderとの互換性。 Wonderfl.capture_delay(2.7); // キャプチャ時間 } private function init(e:Event):void { // ここから開始 removeEventListener(Event.ADDED_TO_STAGE, init); // SWF設定 stage.frameRate = 30; stage.quality = StageQuality.HIGH; // wonderflではキャプチャに背景色が反映されないので、背景を覆う。 var bgBitmapData:BitmapData = new BitmapData(STAGE_W, STAGE_H, false, 0x888888); addChild(new Bitmap(bgBitmapData)); _bgSprite = new Sprite(); addChild(_bgSprite); _mainSprite = new Sprite(); _display = new Bitmap(); _display.filters = [_shadow]; addChild(_display); _particle = new Bitmap(); _particle.blendMode = BlendMode.ADD; addChild(_particle); _twincle = new Bitmap(); _twincle.blendMode = BlendMode.ADD; _twincle.scaleX = _twincle.scaleY = _TWINCLE_SIZE; _twincle.alpha = _TWINCLE_ALPHA addChild(_twincle); Security.loadPolicyFile("http://asset.sipo.jp/wonderfl/crossdomain.xml"); var context:LoaderContext = new LoaderContext(true); // カードグラフィックの読み込み for (var i:int=0; i < _CARD_URL.length; i++){ var loader:Loader = new Loader(); loader.contentLoaderInfo.addEventListener(Event.COMPLETE, cardLoadEnd); _loadNumMax++; loader.load(new URLRequest(_CARD_URL[i]), context); } loader = new Loader(); loader.contentLoaderInfo.addEventListener(Event.COMPLETE, bgLoadEnd); _loadNumMax++; loader.load(new URLRequest(_BG_URL), context); } private function cardLoadEnd(e:Event):void{ _cardDisplayList.push(e.target.content); countUp(); } private function bgLoadEnd(e:Event):void{ _bgSprite.addChild(e.target.content); countUp(); } private function countUp():void{ _loadNum++; if (_loadNumMax <= _loadNum) startEffect(); } private function startEffect():void{ // エフェクトの開始 _mainSprite.addChild(_cardDisplayList[int(Math.random()*_CARD_URL.length)]) // 表示用MCの準備 _effectW = Math.ceil(_mainSprite.width); _effectH = Math.ceil(_mainSprite.height) + _PARTICLE_MARGIN*2; _rect = new Rectangle(0, 0, _effectW, _effectH); _clear = new BitmapData(_effectW, _effectH, true, 0x00000000); _black = new BitmapData(_effectW, _effectH, true, 0xff000000); _displayData = _clear.clone(); _display.bitmapData = _displayData; _baseData = _clear.clone(); _baseData.draw(_mainSprite, new Matrix(1, 0, 0, 1, 0, _PARTICLE_MARGIN)); _card = _black.clone(); _card.copyPixels(_baseData, _rect, _point, null, null, true); _fireClear = new BitmapData(_effectW, _effectH, true, _FIRE_COLOR); _fire = _fireClear.clone(); _particleMask = _black.clone(); _particleFire = _fireClear.clone(); _particleDisplay = _clear.clone(); _particle.bitmapData = _particleDisplay; _twincleDisplay = new BitmapData(_effectW/4, _effectH/4, true, 0x00000000); _twincle.bitmapData = _twincleDisplay; _twincle.smoothing = true; // 中央に配置 _display.x = (STAGE_W - _effectW) / 2; _display.y = (STAGE_W - _effectH) / 2 - _PARTICLE_MARGIN; _particle.x = (STAGE_W - _effectW) / 2; _particle.y = (STAGE_W - _effectH) / 2 - _PARTICLE_MARGIN; _twincle.x = (STAGE_W - _effectW) / 2; _twincle.y = (STAGE_W - _effectH) / 2 - _PARTICLE_MARGIN; // 雲模様の作成 _cloud = new BitmapData(_effectW, _effectH); _cloud.perlinNoise(_CLOUD_SIZE, _CLOUD_SIZE, _NUM_OCTVES, int(Math.random()*500), false, true, 0, true); var tmpGradient:Sprite = new Sprite(); var matrix:Matrix = new Matrix(); matrix.createGradientBox(_effectW, _effectH, Math.PI / 2, 0, 0); tmpGradient.graphics.beginGradientFill(GradientType.LINEAR, [0x000000, 0xffffff], [_GRADIENT_STRENGTH, _GRADIENT_STRENGTH], [0, 255], matrix); tmpGradient.graphics.drawRect(0, 0, _effectW, _effectH); _cloud.draw(tmpGradient); // ノイズの作成 var originalNoise:BitmapData = _clear.clone(); originalNoise.noise(int(Math.random()*int.MAX_VALUE), 0, 255, 7, true); _noise = _black.clone(); _noise.threshold(originalNoise, _rect, _point, ">", 0x00f00000, 0x00000000, 0x00ff0000, false); // フレーム開始 _effectCount = 0; addEventListener(Event.ENTER_FRAME, frame); } private function frame(e:Event):void{ _effectCount++; draw(); } private function draw():void{ _displayData.lock(); _particleDisplay.lock(); _displayData.copyPixels(_black, _rect, _point); var threshold:int = _effectCount * 0xff0000 / _EFFECT_FRAME; //_card.threshold(_cloud, _rect, _point, "<", threshold, 0x00000000, 0x00ff0000, false); _displayData.copyPixels(_card, _rect, _point); _fire.copyPixels(_fireClear, _rect, _point); _fire.threshold(_cloud, _rect, _point, ">", threshold, 0x00000000, 0x00ff0000, false); threshold = (_effectCount - 1) * 0xff0000 / _EFFECT_FRAME; _fire.threshold(_cloud, _rect, _point, "<", threshold, 0x00000000, 0x00ff0000, false); _displayData.copyPixels(_fire, _rect, _point, null, null, true); _displayData.copyChannel(_baseData, _rect, _point, BitmapDataChannel.ALPHA, BitmapDataChannel.ALPHA); _displayData.threshold(_cloud, _rect, _point, "<", threshold, 0x00000000, 0x00ff0000, false); _particleMask.copyPixels(_black, _rect, _point); _fire.copyChannel(_baseData, _rect, _point, BitmapDataChannel.ALPHA, BitmapDataChannel.ALPHA); _particleMask.copyPixels(_fire, _rect, _point, null, null, true); _particleMask.copyPixels(_noise, _rect, _point, null, null, true); _particleFire.copyPixels(_fireClear, _rect, _point); _particleFire.copyChannel(_particleMask, _rect, _point, BitmapDataChannel.RED, BitmapDataChannel.ALPHA); _particleDisplay.copyPixels(_particleFire, _rect, _point, null, null, true); _particleDisplay.colorTransform(_rect, _particleColorTrans); _particleDisplay.copyPixels(_particleDisplay, _rect, _particlePoint); _twincleDisplay.copyPixels(_clear, _rect, _point); _twincleDisplay.draw(_particleDisplay, _twincleMatrix); _displayData.unlock(); _particleDisplay.unlock(); if (_EFFECT_FRAME <= _effectCount) end(); } private function end():void{ // 終了して、ユーザー操作待ち removeEventListener(Event.ENTER_FRAME, frame);; _mainSprite.removeChildAt(0); _displayData.copyPixels(_clear, _rect, _point); _particleDisplay.copyPixels(_clear, _rect, _point); addEventListener(MouseEvent.CLICK, clickRestart); } private function clickRestart(e:Event):void{ removeEventListener(MouseEvent.CLICK, clickRestart); startEffect(); } } } Code Fullscreen Preview Fullscreen