A while back I had added a displacement filter technique that resembles the liquefy effect from Adobe’s Photoshop. The Tutorial is now available online for you to view how its done. View Source[...]
Archive for the ‘Source’ Category
Matrix Transformation
As many of you may be aware, the flash package contains a geom.Matrix class which is useful for Linear Translations of DisplayObjects as well as BitmapData. The matrix class allows for a 3×3 array which is useful for 2D transformations such as shearing, rotation, and scaling. Of course with any[...]
Faster Pixel Loop Itteration
Using multiple loops, can always become a difficult way to manage and I wanted to share another way to accomplish a traverse of a full BitmapData more effeciently.[...]
QuickClipButton
QuickClipButton is designed to play all frames forward as your mouse hover or rolls over and then reverses when the mouse leaves. If the mouse Rolls over once again the clip will continue form its current position to its "HOVER" state.[...]
Random Distribution
A few years ago, I remember learning from Keith Peters, who learned from Sean O’Shell, that you could get Math.random() to favor 1 through its square root. Math.sqrt(Math.random()) Recently, during a client project, I needed the values returned between 0-1 to be somewhat larger, while still re[...]
Facebook API for ActionScript
This is a follow up to the original facebook-actionscript-api Actionscript 3.0 Client for the Facebook Platform API Getting Started For those who are familiar with official adobe project, this version intends familiar functionality to remain the same for ease of use. The foundation of of the api rel[...]
Wandering
vx+=Math.random()*2-1; vy+=Math.random()*2-1; clip.x+=vx clip.y+=vy vx*=.9 vy*=.9 }[...]
Barslund Repulsion
xDif = mouseX-this.x; yDif = mouseY-this.y; distance = Math.sqrt(xDif*xDif+yDif*yDif); tempX = this.x-(force/distance)*(xDif/distance); tempY = this.y-(force/distance)*(yDif/distance); this.x=(this.homeX-this.x)/2+tempX; this.y=(this.homeY-this.y[...]