Using the same logic from my wave machine, I reworked the code to make an AS3 version. What I learned is that there isn't really any difference with the perlinNoise method from AS2 to AS3.
The perlinNoise Method is constructed as follows:
bitmap.perlinNoise(baseX, baseY, octaves, seed, stitch, fractal, channels, grayscale, offsets);
import flash.display.Bitmap; import flash.display.BitmapData; import flash.events.Event; // set up perlin Noise Properties var baseX:int = 200; var baseY:int = 25; var octaves:int = 2; var seed:int = Math.floor(Math.random()*10); var stitch:Boolean = false; var fractal:Boolean = true; var grayScale:Boolean = false; var channels:int = 1; var xSpeed:int = 2; var ySpeed:int = 5; // create bitmapData and bitmap to hold it var bitmap:BitmapData = new BitmapData(stage.stageWidth, stage.stageHeight, false, 0xff000000); var image:Bitmap = new Bitmap(bitmap); addChild(image); // create offset var point1:Point = new Point(0, 0); var point2:Point = new Point(0, 0); var offset:Array = [point1, point2]; // add onenterframe eventLisener addEventListener(Event.ENTER_FRAME, onEnterFrame); function onEnterFrame(e:Event):void { offset[0].x += xSpeed; offset[1].y += ySpeed; bitmap.perlinNoise(baseX, baseY, octaves, seed, stitch, fractal, channels, grayScale, offset); }
very nice, thx for sharing!
[...] AS3 Perlin Noise Ripples [...]
thx, i like that...thx very much for your tutorial
dude - that's sooo easy! thanks!