A year ago I started this blog more as an experiment that anything else in hopes that it will help me get in contact with fellow flashers and help the flash community as it had helped me, and now exactly one year latter the only thing that I can say is a big thanks for letting me be a little helpful and be part of such a great thing as is Flash today.
Thanks to Adobe for giving me the tools to do what I love and love what I do.
Thanks to you the readers who keep this little motor running and hope it will get more useful to you everyday .
Dave Gamez (.swfgeek)
Richard Lord has recently released the Version 0.9.4 of Flint.
I made this example using Flint particle system is an Actionscript 3.0 Open Source project with the aim of create a library that handles the common functionality for all particle systems. To see it work just click anywhere on stage and it will make a nice Firework out of my “Logo”
I just tried it myself and i must say it’s super easy to use and to extend. You can find Flint source on the google code page of Flint with working examples in the downloads section there’s also some very good examples and tutorials on Flint Particle System Site and you can keep track of Richard on his blog.
The latest version comes packed with all kind of particles goodies like:
* Access all properties in Actions, Initializers, Counters and Activities so they can be modified while the emitter is running.
* AlphaInit initializer sets the initial alpha value for all particles
* ImageClasses and SharedImages initializers set the particle image to one selected from a group, with weighting to adjust the selection
* MouseExplosion action pushes particles away from the mouse
* MouseGravity action pulls particles towards the mouse
* TurnAwayFromMouse action causes particles to turn away from the mouse
* GreyscaleZone uses a greyscale image to define a zone, with weighting based on the luminence of each pixel
* Pulse counter emits particles in regular bursts
* PerformanceAdjusted counter adjusts the rate of particle emission if the frame-rate drops
* TwoWay energyEasing functions have an energy peak half-way through the particle’s lifetime
Heres the link to my example using Flint, and Flex 3 as much as I would love to add the code right below my post the IG Syntax HighLighter seems to not be getting very well with the latest update of wordpress so to get the code just right click on my example and it will take you there.
Update you can now view the code right here:
[SWF( frameRate='61', backgroundColor='#000000')]
public class LogoFireworks extends Sprite
public var Logo:Class;
public var bitmap:Bitmap = new Logo();
public var ev:FlintEvent;
private var emitter:PixelEmitter = new PixelEmitter();
public function LogoFireworks()
stage.scaleMode = "noScale";
public function init():void
public function prepareToFlint(event:MouseEvent):void
public function startFlint(Event:MouseEvent):void
emitter.addFilter( new BlurFilter( 2, 2, 1 ) );
emitter.addFilter( new ColorMatrixFilter( [ 1,0,0,0,0,
0,0,0,0.96,0 ] ) );
emitter.setCounter( new Blast( 1500 ) );
emitter.addInitializer( new ColorInit(Math.random()* 0xFFFF3300,Math.random()* 0xFFFFFF00 ) );
emitter.addInitializer( new Lifetime( 7) );
emitter.addInitializer( new Position( new DiscZone( new Point( 0, 0 ), 10 ) ) );
emitter.addInitializer( new Velocity( new BitmapDataZone( bitmap.bitmapData,-211, -550 ) ) );
emitter.addAction( new Age( Quadratic.easeIn ) );
emitter.addAction( new Fade( 1.0, 0 ) );
emitter.addAction( new Move() );
emitter.addAction( new LinearDrag( 0.5 ) );
emitter.addAction( new Accelerate( 0, 70 ) );
addChild( emitter );
emitter.x = stage.stageWidth/2;
emitter.y = stage.stageHeight -(5);
emitter.addEventListener( FlintEvent.EMITTER_EMPTY, restart);
public function stopFlint(Event:MouseEvent):void
public function restart( ev:FlintEvent ):void
public function mouseEn():void
That’s it the new version of Adobe Flex is here and with it the new AIR 1 runtime, for details visit Mike Potter’s post. Congrats to all the people involved in this release Adobe is really pushing its open source side by making the Flex compilers source available.
Be sure to check Flex SDK page on Adobe Open Source and the product pages of Flex 3 and AIR 1.
An update of the Fuse Tween engine has been released, and with it FuseFX extensions, a release of new tweenable properties wish includes MixerFX a sample extension that lets you tween Sound objects and TextFX to animate all numerical TextFormat properties right on a TextField.
Check ’em out at the Moses?s Fuse ZigoEngine site.