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

Squid/Octopus/water 'thing'?

// forked from kojiOGATA's forked from: Tentacle
// forked from yasuo_from_BDM's Tentacle
/*

original sorce code from "www.levitated.net"
Tentacle(AS3 version)

Yasuo Hasegawa from BIRDMAN

*/

package {
    import flash.display.Sprite;
    import flash.text.TextField;
    import flash.events.*;
    import flash.filters.*;
    
    [SWF(backgroundColor="#ffffff", frameRate=120)]
    public class TentacleControl extends Sprite
    {
        private var tracefield:TextField; 
        
        public function TentacleControl ()
        {
            tracefield = new TextField(); 
            tracefield.autoSize = "left"; 
            stage.addChild(tracefield); 
            
            var maxtents:int = 10;
            var tents:Number = 0;
            this.addEventListener(Event.ENTER_FRAME, function(event:Event):void
            {
            if ((!Math.floor(Math.random()*30)) && (tents<maxtents)) {
                var tent:Tentacle = new Tentacle();
                addChild(tent);

                     var blur:BlurFilter = new BlurFilter();
                     blur.blurX = 4;
                     blur.blurY = 4;
                     blur.quality = 1;
                     var filterArray:Array = new Array(blur);
                     tent.filters = filterArray;

                tent.addEventListener("moveend", function(event:Event):void
                     {
                         tents--;
                         tent.removeEventListener("moveend", arguments.callee);
                });
                // position it at screen bottom
                     tent.x = stage.stageWidth  /2;
                     tent.y = stage.stageHeight /2;
                // point up initially
                     tent.theta = 270;
                     // keep track of number of tentacles
                tents++;
            }
            });
        }

        private function trace(... args):void 
        { 
            var s:String=""; 
             
            for (var i:int;i < args.length;i++) 
            { 
                // imitating flash: 
                // putting a space between the parameters 
                if (i != 0) s+=" "; 
                s += args[i].toString(); 
            } 
            tracefield.text = s; 
        } 
    }
}


import flash.display.Sprite;
import flash.events.*; 
import flash.text.TextField;
class Tentacle extends Sprite
{
    // total number of nodes
    public var numNodes:Number = 27;
        
    // the general size and speed
    public var head:Number  = 2+Math.floor(Math.random()*4);
    public var girth:Number = 8+Math.floor(Math.random()*12);
        
    // locomotion efficiency (0 - 1)
    public var speedCoefficient:Number =0;    
        
    // the viscosity of the water (0 - 1)    
    public var friction:Number = .90+Math.floor((Math.random()*10)/100);    
       
    // muscular range
    public var muscleRange:Number = 20+Math.floor(Math.random()*1);
        
    // muscular frequency
    public var muscleFreq:Number = .1+Math.floor((Math.random()*100)/500);    
           
    // create point array to represent nodes
    public var nodes:Array = [];
    
    private var tracefield:TextField; 
        
    private var tv:Number = 0;
    public var theta:Number = 0;
    private var count:Number = 0;
    
    private var moveEnd_evt:Event = new Event("moveend");

    public function Tentacle() 
    {
        init();
    } 
        
    private function init():void
    {   
        generateNodes();
        this.addEventListener(Event.ENTER_FRAME, moveHandler);
    }        
        
    public function generateNodes():void
    {
        nodes = [];
        for (var n:int = 0; n< numNodes; n++)
        {
            var point:Object = {x:0,y:0};
            nodes.push(point);
        }
    }
    
    public function moveHandler(event:Event):void
    {
            
        // directional node with orbiting handle
        // arbitrary direction
        tv += 0.5*(Math.random()-Math.random());
        theta += tv;
        tv *= friction;
        
        nodes[0].x = head*Math.cos(Math.PI / 180 * theta);
        nodes[0].y = head*Math.sin(Math.PI / 180 * theta);
            
        // muscular node
        count += muscleFreq;
        
        var thetaMuscle:Number = muscleRange*Math.sin(count);
            
        nodes[1].x = -head*Math.cos(Math.PI / 180 * (theta + thetaMuscle));
        nodes[1].y = -head*Math.sin(Math.PI / 180 * (theta + thetaMuscle));
        
        // apply kinetic forces down through body nodes
        for (var i:Number = 2; i<numNodes; i++)
        {
            var dx:Number = nodes[i].x - nodes[i - 2].x;
            var dy:Number = nodes[i].y - nodes[i - 2].y;
                
            var d:Number = Math.sqrt (dx * dx + dy * dy);
            nodes[i].x   = nodes[i - 1].x + (dx * girth) / d;
            nodes[i].y   = nodes[i - 1].y + (dy * girth) / d;
                
            // check if muscle node is outside of viewable window
            if (i==2)
            {
                this.x -= dx*speedCoefficient;
           this.y -= dy*speedCoefficient;
           if (((this.x+this.width)<0) || ((this.x-this.width)>stage.stageWidth) || ((this.y+this.height)<0) || ((this.y-this.height)>stage.stageHeight)) {
                    this.removeEventListener(Event.ENTER_FRAME, moveHandler);
                    var parentObj:Object = Object(parent);
                    parentObj.removeChild(this);
                    this.dispatchEvent(moveEnd_evt);
                }
            }
        }
            
        // draw nodes using lines    
        this.graphics.clear();
        this.graphics.moveTo(nodes[1].x,nodes[1].y);
        for (var j:Number = 2; j<numNodes; j++)
        {
            //    this.lineStyle((this.numNodes/(i-1))*1.5, 0xFFFFFF, 100);  // with head
            //    this.lineStyle((this.numNodes-i), 0xFFFFFF, 100);  // with no head
            this.graphics.lineStyle(int(numNodes-j)*(numNodes-j)/20, 0x000000, 1);  // with no head
            this.graphics.lineTo(nodes[j].x,nodes[j].y);
        }
    }; 
}