forked from hype/HYPE_AS3
-
Notifications
You must be signed in to change notification settings - Fork 1
the Hype Framework is a collaborative visual framework developed in FDT and AS3 by Branden Hall and Joshua Davis.
License
georgmorb/hype
This commit does not belong to any branch on this repository, and may belong to a fork outside of the repository.
Folders and files
Name | Name | Last commit message | Last commit date | |
---|---|---|---|---|
Repository files navigation
the HYPE framework ------------------------------------------------------------------------------- Installation & Setup ------------------------------------------------------------------------------- You and HYPE have a play date in about 5 minutes! Let's make sure you're ready! First, you have to have Flash Professional CS4 installed on your computer. PC or Mac, it doesn't matter. Now take a look at all of the other files that came long with this readme. If you're crusty developer type, grab the "src" folder, look at the docs and examples and get down with your bad self - I'll see you in a few paragraphs if you still want to go through the tutorial, otherwise, have fun! For folks who want a slightly easier route, go ahead and double click on the "HYPE.mxp" file. Check out the window-o'-legalese and click "Accept". You've now copied all of the source files that make up HYPE into your personal library area that Flash sets up when it gets installed. (If you get some kind of goofy error you probably have an older version of Flash still installed on your computer. That's not a problem, just make sure that you open the MXP file with "Adobe Extension Manager CS4".) There's just one more step - you need to open the "Setup Classpaths.jsfl" file with Flash CS4. You should be able to just double-click on it, but in case that doesn't work just use the Commands > Run Command... menu inside of Flash to run it. This just makes sure that Flash knows about where that MXP just stashed the HYPE source code. Play Time! ------------------------------------------------------------------------------- First thing's first, crack open Flash CS4 and create a new ActionScript 3 FLA. Now, go ahead and draw a circle (you can get all artsy and draw a rhombus or something, but I'm going to keep calling it a circle so don't get confused!). Now select your circle and open the Modify > Convert to Symbol... menu. Name your symbol "Circle" and hit OK. Next select your instance of Circle on the stage and give it an instance name of "circle" (I generally capitalize symbol names and leave instance names lower case - it helps to keep track of which is which!). Now add a new layer to your timeline and name it actions - we'll be putting our code here. Yes, I can hear you developers moaning. No, I don't care. We're playing here, there are no rules except for one - have fun! If you want to clean up the code and make it use a document class later - feel free! Anyways, select that first frame in your actions layer and open the actions panel. The first thing we need to do is to import the bits of HYPE we're going to need. First up, we're going to need the MouseFollowSpring class - you can import it by adding this line: import hype.extended.behavior.MouseFollowSpring; Now we just need to make an instance of that behavior and attach it to our circle. That's as easy as adding this next line: var b:MouseFollowSpring = new MouseFollowSpring(circle, 0.8, 0.1); So what's going on here? Well, we're making a new instance of MouseFollowSpring and assigning it to a variable named b. We're passing the constructor 3 arguments. The first says that we'll be making our circle instance follow the mouse, the second says how much spring there will be to it's movement and the third says how quickly the circle can move toward the mouse (0.1 means it can, at most, move 10% of the way to the mouse on each step). Now if you run your movie... nothing will happen! We have to start our behavior for it to work! To do so add this line: b.start(); And then run your movie - the circle will now track the mouse! What you see here is a behavior - a staple of HYPE. Behaviors make things do stuff. Yes that is a horribly vague statement, but given the flexibility of HYPE it is the most accurate definition! There are a bunch of behaviors built-in with HYPE - play with them. All of them. Do it. Now is fine or when you're done - but do it! HYPE is best learned through play! Now, as for our example, back when Flash 3 came out this was some cutting edge stuff... but 10 years later it is, to say the very least, passe. Let's make it a bit more hip. Blitting a Bitmap ------------------------------------------------------------------------------- The BitmapCanvas class allows you to easily capture any other display object as a bitmap. Let's add one to our movie and tell it to continuously draw (never erase). To do this first add this to the top of your code: import hype.framework.display.BitmapCanvas; Now, we have a slight problem with our code. BitmapCanvas needs to be able to point to a display object to draw it. We could just point it at the stage, but then it would draw everything on the stage, and we might not want that. Instead, let's make a container for canvas to draw. First, go ahead and remove the circle instance there on the stage. Then, open the Circle symbol, click the Advanced button and select "Export for ActionScript" and "Export in Frame 1". Then, give it a class name of Circle and click OK. Now, under the imports but above our mouse follow code add the following: var container:Sprite = new Sprite(); var circle:MovieClip = new Circle(); container.addChild(circle); addChild(container); This code just makes a new container, then makes a new instance of circle, stuffs it in the container, and displays the container. Note that while we're adding the container to the stage, the only reason we need to do that is because the MouseFollowSpring code uses the "stage" property of it's target (our circle) - and that property doesn't exist if the target isn't placed on the stage. So far so good, but nothing new or sexy visually is happening. Let's fix that. Add this code at the bottom: var canvas:BitmapCanvas = new BitmapCanvas(550, 400); canvas.startCapture(container, true); addChild(canvas); This code creates a new BitmapCanvas instance, sets it's size to 550 x 400 (change it to whatever your stage size is!), tells the canvas to start capturing and never to erase (that's the second argument), and finally adds canvas to the stage. Run your code and check it out! Still passe, but a bit more sexy. Now let's really dial it up and blur it out over time! Blurring the Lines (and the fills) ------------------------------------------------------------------------------- A Rhythm is just code that is run over time. Like Behaviors that can be started and stopped. The only non-simple rhythm that comes with HYPE v1.0 is the FilterCanvasRhythm - which just runs a filter repeatedly on an instance of BitmapCanvas, which is exactly what we need! First add the import statement to the top of your code: import hype.extended.rhythm.FilterCanvasRhythm; Then add the following to the bottom of your code: var blur:BlurFilter = new BlurFilter(5, 5, 3); var blurRhythm:FilterCanvasRhythm = new FilterCanvasRhythm([blur], canvas); blurRhythm.start(); This code makes a new BlurFilter (this is a built-in class). Then, it makes an instance of FilterCanvasRhythm and tells it the only filter it will use is the blur filter instance and to use the BitmapData instance that's part of our canvas! Finally, the code tells the rhythm to get started. Now run the code. Yes it's still a mouse follower, and is thus lame, but at least it looks all cool and blurry! One last thing before you head off to play. Let's say you wanted that blur filter to only run every 4th frame so that it blurred out less quickly. To do this all you need to do is add this import at the top of your code: import hype.framework.core.TimeType; And then change the line that starts the FilterRhythm instance from this: blurRhythm.start(); to this: blurRhythm.start(TimeType.ENTER_FRAME, 4); This tells the rhythm that it must use ENTER_FRAME as it's timing mechanism (which is the default) and to only run every 4th frame. Give the code a test and you'll see it blurs out much more slowly. The Beginning ------------------------------------------------------------------------------- That's it. You're now playing with HYPE. Don't let me stop you! Fiddle around with some of the numbers I used in the examples. Try adding another clip that also follows the mouse. Have fun, and if you get stuck, check out the "docs.html" file - it will launch the asdocs for HYPE. These are simple explanations for all of the parts of HYPE, their syntax, and how they work. Get playing! ~ Love, Branden Hall & Joshua Davis ------------------------------------------------------------------------------- Change Log ------------------------------------------------------------------------------- 1.1.8 / Enhancements / Updates : - updated all FLA-based examples for increased clarity - added SimpleProximity behavior 1.1.7 / Enhancements / Updates : - modified 01_adjuster example - added 02_adjuster example - the Adjuster class now exposes activeClip property - modified PixelColorist to deal with multiple children in the target sprite - added DepthShuffle behavior - added examples 01_depthShuffle, 02_depthShuffle, 03_depthShuffle, 04_depthShuffle, and 05_depthShuffle 1.1.6 / Bug fixes - fixed nasty bug in ObjectPool - added applyLayout to ILayout (thanks markstar!) 1.1.5 / Bug fixes / Enhancements / Updates : - fixed bugs in ObjectSet that were causing runtime errors - exposed all properties of behaviors so they could be changed at runtime (see Swarm behavior for example) - deprecated ContextSavePNG in favor of generalized ContextSaveImage - created hype-framework.swc and hype-extended.swc for use with either Flash CS4+ or FlexBuilder/FlashBuilder - added TGACanvasEncoder to output Targa (TGA) files Targa output size is only limited by user RAM, PNG is limited to approx. 100,000 total pixels - at that point script timeout errors will occur - moved Flash-based examples into own folder, added some basic pure AS3 examples (more coming in later releases) - fixed all outstanding issues on GitHub (thanks sebleedelise and markstar!) 1.1.1 / Updates : - moved all examples that use ContextSavePNG to their own folder and added a new example 1.1.0 / Enhancements / Updates : - added ability for ObjectPool's constructor to accept either single classes or an array of classes that are randomly chosen from - added new CanvasFilterRhythm class that makes filtering instances of BitmapCanvas easier - created new ICanvas interface and two classes that implement it, SimpleCanvas and GridCanvas - modified BitmapCanvas to use new ICanvas classes and added new setupLargeCanvas(scale:int) method - added new CanvasPNGEncoder for creating PNGs from ICanvas classes - added new ContextSavePNG - a simple class to assist in encoding and saving large PNGs from BitmapCanvas instances - created two new BitmapCanvas examples, 06 and 07, to show new PNG encoding capabilities 1.0.2 / Bug fixes / Enhancements / Updates : - jDavis made tons of changes to almost every .fla to polish things like variable name consistency, removing addChild(clipContainer) if not needed, etc. website also reflects all updates. - added RandomTrigger.as to extended/trigger - used in SimpleBallistic examples 02 and 03 - added PixelColorist.as to extended/color - used in Color examples 03, 04 and 05 - applies color to object in relation to a specific pixel color found on a linked image - added SimpleBallistic.as to extended/behavior - new examples added. - modified ExitShapeTrigger.as / constructor to support new enterOnceFlag argument. Defaults to false. If true the target MUST enter the shape at least once before the trigger will fire - modified Oscillator.as / Added new argument to constructor (linkOffset - links offset to frequency). The frequency is now modified through a property. Added new amplitude property. Added new offset property. Added new linkOffset property. - added new function clear to BitmapCanvas.as / which clears the canvas back to it's base color - new examples / BitmapCanvas, Color, SimpleBallistic, and Oscillator - fixed Setup Classpath.jsfl so it works properly for our PC friends 1.0.1 / Bug fixes / Updates : - Fixed memory leaks in Adjuster & HotKey - thanks to @SiRobertson - Fixed issue with SoundAnalyzer, frequency index 0 was always 0. Now it duplicates index 1 (seems to be bug in SoundMixer). Updated 03_soundAnalyzer and 04_soundAnalyzer. - Added 05_soundAnalyzer and 06_soundAnalyzer to demonstrate soundAnalyzer.getFrequencyRange 1.0.0 / Initial release Credits ------------------------------------------------------------------------------- HYPE was developed and is copyrighted by Branden Hall & Joshua Davis, 2009. See license.txt for licensing information. Joshua and Branden would sincerely like to thank their families for the support and understanding during the development of HYPE and throughout their careers! Mr. Doob's Stats is included courtesy of Mr. Doob. (http:https://code.google.com/p/mrdoob/wiki/stats) CanvasPNGEncoder is based on PNGEncoder from AS3CoreLib. See license.doc for licensing information. LOVE to bevin keley aka blevin blectum for letting us use two of her tracks, "Retrice" and "Foyer Fire", from her Gular Flutter album, for our SoundAnalyzer examples. (http:https://blevin.LSR1.com)
About
the Hype Framework is a collaborative visual framework developed in FDT and AS3 by Branden Hall and Joshua Davis.