
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;">



