
yeahhhh!!! afortunadamente ya terminaron de pavimentar el pedazo de calle que afecta a esta zona. y no lo digo por los camiones, sino que podre andar con la bici sin tener que pasar por la tierra.
package { import flash.display.StageQuality; import flash.display.StageAlign; import flash.display.StageScaleMode; import flash.display.Sprite; import flash.display.BitmapData; import flash.events.Event; import flash.filters.BlurFilter; import flash.geom.ColorTransform; import flash.geom.Point; import flash.utils.Timer; import org.papervision3d.materials.BitmapViewportMaterial; import org.papervision3d.materials.ColorMaterial; import org.papervision3d.materials.MovieMaterial; import org.papervision3d.materials.utils.MaterialsList; import org.papervision3d.materials.WireframeMaterial; import org.papervision3d.objects.DisplayObject3D; import org.papervision3d.objects.primitives.Cube; import org.papervision3d.view.BitmapViewport3D; import org.papervision3d.cameras.Camera3D; import org.papervision3d.render.BasicRenderEngine; import org.papervision3d.objects.primitives.Plane; import org.papervision3d.scenes.Scene3D; import org.papervision3d.view.Viewport3D; import caurina.transitions.Tweener; //import com.mrdoob.utils.Debugger; [SWF( backgroundColor='0xFFFFFF', frameRate='30', width='800', height='600')] public class clock extends Sprite { public var scene :Scene3D; public var renderer :BasicRenderEngine; public var camera :Camera3D; public var camera_shadow :Camera3D; public var viewport :Viewport3D; public var viewport_shadow :BitmapViewport3D; public var floor :Plane; public var floor_texture :BitmapViewportMaterial; public var white :ColorMaterial; public var black :ColorMaterial; public var shadowMat :BitmapViewportMaterial; public var chars :Array; public function clock() { stage.quality = StageQuality.LOW; stage.align = StageAlign.TOP_LEFT; stage.scaleMode = StageScaleMode.NO_SCALE; chars = new Array(); chars[0] = [ 1, 1, 1, 1, 0, 1, 1, 0, 1, 1, 0, 1, 1, 1, 1 ]; chars[1] = [ 1, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 1, 1, 1 ]; chars[2] = [ 1, 1, 1, 0, 0, 1, 1, 1, 1, 1, 0, 0, 1, 1, 1 ]; chars[3] = [ 1, 1, 1, 0, 0, 1, 1, 1, 1, 0, 0, 1, 1, 1, 1 ]; chars[4] = [ 1, 0, 1, 1, 0, 1, 1, 1, 1, 0, 0, 1, 0, 0, 1 ]; chars[5] = [ 1, 1, 1, 1, 0, 0, 1, 1, 1, 0, 0, 1, 1, 1, 1 ]; chars[6] = [ 1, 1, 1, 1, 0, 0, 1, 1, 1, 1, 0, 1, 1, 1, 1 ]; chars[7] = [ 1, 1, 1, 0, 0, 1, 0, 1, 0, 0, 1, 0, 0, 1, 0 ]; chars[8] = [ 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1 ]; chars[9] = [ 1, 1, 1, 1, 0, 1, 1, 1, 1, 0, 0, 1, 0, 0, 1 ]; chars[10] = [ 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0 ]; init(); init3D(); sceneSetup(); var myTimer:Timer = new Timer(1000); myTimer.addEventListener( "timer", updateClock ); myTimer.start(); addEventListener(Event.ENTER_FRAME,loop); } public function init():void { //Debugger.setup(this,{fps:true,tracer:true}); } public function init3D():void { scene = new Scene3D(); renderer = new BasicRenderEngine(); camera = new Camera3D(); camera.target.z = 200; camera.zoom = 3; camera.focus = 200; camera_shadow = new Camera3D(); camera_shadow.zoom = 2; camera_shadow.focus = 200; camera_shadow.z = -1; camera_shadow.y = 3600; viewport = new Viewport3D(640,480,true); viewport_shadow = new BitmapViewport3D(512,256); addChild(viewport); } public function sceneSetup():void { black = new ColorMaterial(0x000000); white = new ColorMaterial(0xFFFFFF); shadowMat = new BitmapViewportMaterial(viewport_shadow); var clock3D:DisplayObject3D = new DisplayObject3D(); clock3D.name = "clock"; for (var i:Number = 0; i < displayobject3d =" new" name = "char" number =" -1;" i ="="" i ="="" cube =" new" x =" 100;" z =" -100;" name = "dot" dot =" new" x =" 100;" z =" -300;" name = "dot" number =" 0;" dot =" new" x =" (c" z =" -zpos" extra =" {" name = "dot" x =" i" x =" -1325;" z =" 250;" floor =" new" y =" -200;" displayobject3d =" scene.getChildByName(" number =" Number(char)*50;" scale =" 0;" scale =" 0;" number =" 0;" displayobject3d =" char3D.getChildByName(" date =" new" string =" doubleDigitFormat(actual_time.getHours())+" number =" 0;" string =" fulltime.substr(i,1);" char ="="" char = "10" material =" white;" material =" shadowMat;">
Por un lado que suave porque ya esta transitable pero por otro lado... ya no se podrá caminar como calle peatonal que era antes que no se permitían carros. En fin, quien nos entiende jajajaja muaaa
ResponderEliminarpues si, pero tambien se reestablece el orden, porque no faltaba el carro que se metia en sentido contrario a toda velocidad, aprovechando que estaba cerrada la calle, sin embargo esto ya pasaba, con menos frecuencia, pero pasaba.
ResponderEliminar