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Dead Code Preservation :: Archived AS3 works from wonderfl.net

Falling Sand With English Comments

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by Abarrow 27 Aug 2010
/**
 * Copyright Abarrow ( http://wonderfl.net/user/Abarrow )
 * MIT License ( http://www.opensource.org/licenses/mit-license.php )
 * Downloaded from: http://wonderfl.net/c/172e
 */

package 
{
    import com.bit101.components.*;
    import flash.display.*;
    import flash.events.*;
    import flash.geom.*;
    
    [SWF ( width = 465, height = 465, frameRate = 70 )];
    public class Main extends Sprite 
    {
        
        private var _CANVAS:BitmapData = new BitmapData ( stage.stageWidth , stage.stageHeight , false , 0 ) ;
        
        private var _ERA:PushButton ; 
        private var _WAL:PushButton ; 
        private var _SAN:PushButton ; 
        private var _WAT:PushButton ; 
        
        private var _CLICK:Boolean = false ;
        private var _COLOR:uint = 0x836034;
        private var _BX:int = 0 ;
        private var _BY:int = 0 ;
        
        
        
        
        public function Main():void {
            
            addChild ( new Bitmap ( _CANVAS ) ) ;
            
            _ERA = new PushButton ( this,  10 , 20, "ERA" ) ;
            _WAL = new PushButton ( this, 120 , 20, "WAL" ) ;
            _SAN = new PushButton ( this, 230 , 20, "SAN" ) ;
            _WAT = new PushButton ( this, 340 , 20, "WAT" ) ;
            _WAL.enabled = false ;
            
            
            _ERA.addEventListener ( MouseEvent.CLICK , function ():void { _COLOR = 0x000000 ; _ERA.enabled = false ; _WAL.enabled = true  ; _SAN.enabled = true  ; _WAT.enabled = true  ; } ) ;

            _WAL.addEventListener ( MouseEvent.CLICK , function ():void { _COLOR = 0x836034 ; _ERA.enabled = true  ; _WAL.enabled = false ; _SAN.enabled = true  ; _WAT.enabled = true  ; } ) ;

            _SAN.addEventListener ( MouseEvent.CLICK , function ():void { _COLOR = 0xF7E779 ; _ERA.enabled = true  ; _WAL.enabled = true  ; _SAN.enabled = false ; _WAT.enabled = true  ; } ) ;

            _WAT.addEventListener ( MouseEvent.CLICK , function ():void { _COLOR = 0x80A2F0 ; _ERA.enabled = true  ; _WAL.enabled = true  ; _SAN.enabled = true  ; _WAT.enabled = false ; } ) ;
           
            stage.addEventListener ( MouseEvent.MOUSE_DOWN , function ():void { _CLICK = true ; } ) ;
            stage.addEventListener ( MouseEvent.MOUSE_UP   , function ():void { _CLICK = false; } ) ;
            addEventListener ( Event.ENTER_FRAME , RUN ) ;
            
        }
        
        
        
        
        public function RUN ( e:Event ):void {
            //locks the canvas enabling many changes
            _CANVAS.lock() ;
            
            //sand from the top
            for ( var I:int = 200 ; I < 250 ; ++ I ) {
                if ( Math.random() < .1 ) {
                    _CANVAS.setPixel ( I , 60 , 0xF7E779 ) ;
                }
            }
            
            //draws
            if (_CLICK && 60 < mouseY && 60 < _BY ) {
                for(var hx=-3;hx<4;hx++){
                    for(var hy=-3;hy<4;hy++){
                        line(_BX+hx,_BY+hy,mouseX+hx,mouseY+hy,_COLOR);
                    }
                }
                /*for ( var J:int = 0 ; J < 20 ; ++ J ) {
                    var R:Number = J / 20 ;
                    _CANVAS.fillRect ( new Rectangle ( _BX * R + mouseX * ( 1 - R ) , _BY * R + mouseY * ( 1 - R ) , 5 , 5 ) , _COLOR ) ;
                }*/
            }
            _BX = mouseX ;
            _BY = mouseY ;
            
            //cycle through pixels from bottom left to top right
            for ( var X:int = 0 ; X < _CANVAS.width ; ++ X ) {
                for ( var Y:int = _CANVAS.height - 1 ; Y >= 0 ; -- Y ) {
                    var C:uint = _CANVAS.getPixel ( X , Y ) ;
                    //the pixel
                    if ( C == 0 ) {
                        //air 
                        //nothing happens
                        continue ;
                    }else if ( C == 0xF7E779 ) {
                        //sand                        
                        var T:uint ;
                        var TX:int ;
                        {
                                                            T = _CANVAS.getPixel ( X , Y + 1 ) ;//pixel bellow
                            if ( T == 0 ) {
                                //there is air bellow us
                                //fall down
                                _CANVAS.setPixel ( X , Y     , T ) ;
                                _CANVAS.setPixel ( X , Y + 1 , C ) ;
                                continue ;
                            }else if ( T == 0x80A2F0 && Math.random() < .5 ) {
                                //there is water bellow us
                                //half of the time the water goes above the sand
                                _CANVAS.setPixel ( X , Y     , T ) ;
                                _CANVAS.setPixel ( X , Y + 1 , C ) ;
                                continue ;
                            }
                        }
                        {
                                                            TX = X + Math.floor ( Math.random() * 7 ) - 3 ;
                          //tx=x + or - 1 to 3
                          T = _CANVAS.getPixel ( TX , Y ) ;
                          //a pixel near the pixel aka a wall or no wall
                          if ( T == 0 ) {
                              //no wall lets go
                              _CANVAS.setPixel (  X , Y , T ) ;
                              _CANVAS.setPixel ( TX , Y , C ) ;
                              continue ;
                          }else if ( T == 0x80A2F0 && Math.random() < .8 ) {
                                //water between us
                                //lets switch spots
                                _CANVAS.setPixel (  X , Y , T ) ;
                                _CANVAS.setPixel ( TX , Y , C ) ;
                                continue ;
                            }
                        }
                        
                    }else if ( C == 0x80A2F0 ) {
                        //water
                        {
                                                            T = _CANVAS.getPixel ( X , Y + 1 ) ;
                          //the pixel bellow us
                          if ( T == 0 ) {
                              //there is air bellow us
                              //fall down
                              _CANVAS.setPixel ( X , Y     , T ) ;
                              _CANVAS.setPixel ( X , Y + 1 , C ) ;
                              continue ;
                          }
                        }
                        {
                                                            TX = X + Math.floor ( Math.random() * 7 ) - 3 ;
                          //tx=x + or - 1 to 3
                          T = _CANVAS.getPixel ( TX , Y ) ;
                          //a pixel near the pixel aka a wall or no wall
                          if ( T == 0 ) {
                              //no wall lets go
                              _CANVAS.setPixel (  X , Y , T ) ;
                              _CANVAS.setPixel ( TX , Y , C ) ;
                              continue ;
                          }
                        }
                    }
                    
                }
                
            }
            //great we're done
            _CANVAS.unlock() ;
        }
        
        public function line ( x0:int, y0:int, x1:int, y1:int, color:uint ):void
		{	
			var dx:int;
			var dy:int;
			var i:int;
			var xinc:int;
			var yinc:int;
			var cumul:int;
			var x:int;
			var y:int;
			x = x0;
			y = y0;
			dx = x1 - x0;
			dy = y1 - y0;
			xinc = ( dx > 0 ) ? 1 : -1;
			yinc = ( dy > 0 ) ? 1 : -1;
			dx = dx < 0 ? -dx : dx;
			dy = dy < 0 ? -dy : dy;
			_CANVAS.setPixel32(x,y,color);
			
			if ( dx > dy )
			{
				cumul = dx >> 1;
		  		for ( i = 1 ; i <= dx ; ++i )
				{
					x += xinc;
					cumul += dy;
					if (cumul >= dx)
					{
			  			cumul -= dx;
			  			y += yinc;
					}
					_CANVAS.setPixel32(x,y,color);
				}
			}else
			{
		  		cumul = dy >> 1;
		  		for ( i = 1 ; i <= dy ; ++i )
				{
					y += yinc;
					cumul += dx;
					if ( cumul >= dy )
					{
			  			cumul -= dy;
			  			x += xinc ;
					}
					_CANVAS.setPixel32(x,y,color);
				}
			}
		}

    }
}