Who follows me on twitter already noticed I’ve created a little app inspired by scribbler from zefrank. I also found another cool version of Mario Klingemann aka Quasimondo called scribblerToo. But the one where it all started is the javascript version of Mr.Doob. I wanted to try this in flash, and called it findClosest. It’s not as great as the other versions, but I really think there are some interesting things in here.
The trick in this little application is to store each mouse position, locate the mouse position and find the closest points around it (from the stored data) and draw some lines between those points. Well that code isn’t very exiting, because most people know how to find the distance between 2 points, and basically there are 2 ways find this:
// option 1: Using the build-in function var distance:Number = Point.distance( point1, point2 );
// option 2: Using Math var distance:Number = Math.sqrt( point1.x * point2.x + point1.y * point2.y);
The results are amazing and I love the fact that even if you can’t draw, it looks really cool
Store lines as small as you can
I was already trying to find a way to store lines in a format I can reuse for my artworks. Most artworks are random but I am looking for a way to have more control. The first step would be the ability to control the (what I call) movements. So in this little experiment I’ve tried to find a way to store the lines into a compact file, which can be redrawed by the app. I’m really exited about this. So I’ve started to save as a plain-text file writing something like this:
It’s readable code, and easy to These are 56 chars for 4 points. So I tried to make it more smaller using this:
{100,300},{110,340},{125,350},{125,350}
I’ve removed the x and y from the file, because I know that it’s always a pair of x and y values. Alright.. now I have 40 chars which represents 4 points, so that saves me 16 chars. Can this be done more smaller?
100,300,110,340,125,350,125,350
Yes, sometimes basic is the best. I removed the brackets. I know the odds are the x values, and the evens are the y values. It’s always x,y,x,y,x,y,x,y etc. So now I have 32 chars to store 4 points.
The application doesn’t know where I start pressing and releasing the mousebuttons. I have to know this, otherwise all my lines are just 1 big line instead of multiple lines. When pressing the mouse, I want to start with an graphics.moveTo function.
So what I did is this:
100,300,110,340,125,350,125,350&m=0,2
&m=0,2 means I have released the mouse on point 0 and point 2. A point referrers to the x and y position.
I think this is almost the smallest I can get. It’s easily to revert these values back to usable values using String.split().
But.. In real life there aren’t ints, but Numbers. The values mostly looks like 452.12070158. I stripped the value, and only use decimals. You don’t actually see the difference when redrawing between 10.04 and 10.042. This saves me a lot of chars too.
Compress it! When saving the file, I push the data into a ByteArray using the bytes.writeUTFBytes() function. I realized ByteArrays can be compressed, so I also use the bytes.compress(); to make the file smaller again. This saves me about 50%! When importing the lines, I used bytes.uncompress(); to make it a normal string again.
This flower is 14kb Import this file in the app to see how I haved drawed it. You can also load it from an url: http://projects.stroep.nl/findClosest/flower2.stroep flower on Flickr
Well this is a next step and I hope to create one day an editor for simple lines and merge this into my artwork process. I think it needs to be more complex but for now this will work. I hope you like it.
After writing this post of using perlin noise, I’ll did some more experiments making cool things. I draw lines using Perlin noise as input. Check this out:
I was also experimenting/figuring out how to convert a actionscript generated movie to video. I never knew it was possible (or that easy) with the Flash CS3 (maybe because I never tried). Just choose file > export movie > and choose .mov extension. The video isn’t smooth, because (when I save it) it is not really rendering, it’s just like an invisible screencapture, I guess. So I can’t use more heavy CPU things. Thats a pity.
But maybe I could use my ImageSaver Class to create a movie-sequence by saving frame by frame as PNG.
I’m experimenting with AIR, because I heard saving a ByteArray ( for example encoded PNG or JPG ) should be quite simple. You don’t need PHP or another serverside script for this, just write directly on you disk. Well, just check it out.
See this example of how to get it work. The image will be save on the same directory as your AIR application.
// use adobe’s encoder to create a byteArray var jpgEncoder:JPGEncoder = new JPGEncoder(60); var byteArray:ByteArray = jpgEncoder.encode( bitmapData );
// set an filename var filename:String = "cool-image.jpg";
// get current path var file:File = File.applicationDirectory.resolvePath( filename );
// get the native path var wr:File = new File( file.nativePath);
// create filestream var stream:FileStream = new FileStream();
// open/create the file, set the filemode to write in order to save. stream.open( wr , FileMode.WRITE);
// write your byteArray into the file. stream.writeBytes( byteArray, 0, byteArray.length);
// close the file. stream.close();
// That’s it.
Is that it? This would be a boring post if I stopped right now I experimented to create a colorful cool wallpaper using AS3 only and save it using AIR. If you don’t got AIR or just don’t want to use it, I recommend using my ImageSave class.
This is my code to create this wallpaper: Feel free to play with the code, but post a link to your experiment / wallpaper here.
publicclass Main extendsSprite { publicfunction Main():void { var bitmapData:BitmapData = new BitmapData (1280, 1024, false, 0×000000 );
// create colorful radial lines var shape:Shape = new Shape(); shape.graphics.moveTo((bitmapData.width/2), (bitmapData.height/2)) for(var i:Number = 0; i < 1900; i++) { // create some weird colors using sinus shape.graphics.lineStyle(30, (Math.sin( i * 9) * i / 200) * 0xffffff, 0.4); // do some weird sin/cos moves shape.graphics.lineTo((bitmapData.width/2) + (Math.sin( i/3)*i/2), (bitmapData.height/2) + (Math.cos( i/3)*i/2)); } // add it multiple times using other blendmodes, isn’t that what we do all the time in PhotoShop? bitmapData.draw( shape, null, null, BlendMode.NORMAL); bitmapData.draw( shape, null, null, BlendMode.ADD); bitmapData.draw( shape, null, null, BlendMode.MULTIPLY); bitmapData.draw( shape, null, null, BlendMode.OVERLAY); // cool! filters! Add some blur to our lines to make a nice blurry background bitmapData.applyFilter( bitmapData, bitmapData.rect, new Point() , new BlurFilter(40, 40, 5));
// create colorful radial lines var anotherShape:Shape = new Shape(); anotherShape.graphics.moveTo((bitmapData.width/2), (bitmapData.height/2)); for(var j:Number = 0; j < 1900; j++) { // create some weird lines with weird sizes var lineWidth:Number = 50 – ((j / 50) >> 0); varcolor:Number = (Math.sin( j ) * j / 200) * 0xFFFFFF anotherShape.graphics.lineStyle( lineWidth, color, 0.2, false, LineScaleMode.NORMAL, CapsStyle.SQUARE, JointStyle.MITER); anotherShape.graphics.lineTo((bitmapData.width/2) + (Math.sin( j/3)*j/2), (bitmapData.height/2) + (Math.cos( j/4)*j/2)); } // cool! filters! Add some blur to our lines to make a little blurry bitmapData.applyFilter( bitmapData, bitmapData.rect, new Point() , new BlurFilter(5, 5, 5)); // blendmode ADD is awesome bitmapData.draw( anotherShape, null, null, BlendMode.OVERLAY);
// create some text vartextfield:TextField = newTextField(); textfield.antiAliasType = AntiAliasType.NORMAL; textfield.htmlText = "<font face=’Arial’ color=’#FFFFFF’ size=’60′>FUN WITH BITMAPDATA</font> <br/> <font face=’verdana’ color=’#FFFFFF’ size=’20′><B>CREATE YOUR OWN WALLPAPER WITH FLASH</b></font>"; textfield.autoSize = TextFieldAutoSize.LEFT;
// cool! filters! Add blur to your text textfield.filters = [new BlurFilter(20,20,3)]
// draw textfield into bitmapdata, and use a matrix to set its position to center screen bitmapData.draw(textfield, new Matrix(1, 0, 0, 1, (bitmapData.width/2) – (textfield.textWidth/2) ,(bitmapData.height/2) – (textfield.textHeight/2)), null, BlendMode.ADD);
// reset the filters, just add DropShadow textfield.filters = [new DropShadowFilter(0, 45, 0, 0.3, 5, 5, 2, 5)]
// draw textfield again bitmapData.draw(textfield, new Matrix(1, 0, 0, 1, (bitmapData.width/2) – (textfield.textWidth/2) ,(bitmapData.height/2) – (textfield.textHeight/2)));
// show the bitmapData, just add it to the stage, using the Bitmap Class this.addChild(new Bitmap ( bitmapData ))
// use adobe’s encoder to create a byteArray var jpgEncoder:JPGEncoder = new JPGEncoder(60); var byteArray:ByteArray = jpgEncoder.encode( bitmapData );
// set an filename var filename:String = "cool-wallpaper.jpg";
// get current path var file:File = File.applicationDirectory.resolvePath( filename );
// get the native path var wr:File = new File( file.nativePath);
// create filestream var stream:FileStream = new FileStream();
// open/create the file, set the filemode to write; because we are going to save stream.open( wr , FileMode.WRITE);
// write your byteArray into the file. stream.writeBytes( byteArray, 0, byteArray.length);
Jackson Dunstan: This is a good way to program for the keyboard by polling rather than by events. Just be sure to keep in mind that a lot of keyboards won't do more th