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

snake on a cube

/**
 * Copyright zob ( http://wonderfl.net/user/zob )
 * MIT License ( http://www.opensource.org/licenses/mit-license.php )
 * Downloaded from: http://wonderfl.net/c/1uPa
 */

// forked from zonnbe's 蛇cube
package
{
    import alternativ7.engine3d.containers.ConflictContainer;
    import alternativ7.engine3d.controllers.SimpleObjectController;
    import alternativ7.engine3d.core.Camera3D;
    import alternativ7.engine3d.core.Debug;
    import alternativ7.engine3d.core.MipMapping;
    import alternativ7.engine3d.core.Object3D;
    import alternativ7.engine3d.core.Sorting;
    import alternativ7.engine3d.core.View;
    import alternativ7.engine3d.materials.TextureMaterial;
    import alternativ7.engine3d.objects.Sprite3D;
    import alternativ7.engine3d.primitives.Box;
    
    import flash.display.*;
    import flash.filters.*;
    import flash.events.*;
    import flash.net.*;
    import flash.utils.*;
    import flash.text.*;
    import flash.system.*;
    import flash.ui.*;
    import flash.geom.Point;
    import flash.geom.Matrix3D;
    import flash.geom.Vector3D;
    import flash.geom.Rectangle;
    import net.wonderfl.score.basic.*;
    
    [SWF(width=465,height=465,backgroundColor=0xDDDDDD,frameRate=60)]
    public class snake3dALT3D extends Sprite
    {
        private var camera:Camera3D;
        private var controller:SimpleObjectController;

        public var cube:Box;
        
        private var SNAKE_DIRECTION:int = 0; // default UP
        private var key_up:Boolean = false;
        private var key_down:Boolean = false;
        private var key_left:Boolean = false;
        private var key_right:Boolean = false;
        
        private var MOVE_UP:int = 0;
        private var MOVE_DOWN:int = 1;
        private var MOVE_RIGHT:int = 2;
        private var MOVE_LEFT:int = 3;
        
        private var FRONT:int = 0;
        private var BACK:int = 1;
        private var LEFT:int = 2;
        private var RIGHT:int = 3;
        private var TOP:int = 4;
        private var BOTTOM:int = 5;
        
        private var FACES:Array = ["front", "back", "left", "right", "top", "bottom"];
        
        private var CUBE_SIZE:int = 100;
        private var GRID_WIDTH:int = 25;
        private var GRID_MAX:int = GRID_WIDTH / 2 + 1;
        private var GRID_SIZE:int = CUBE_SIZE / GRID_WIDTH;
        
        private var snake_head:Dot = new Dot(0, 0, -GRID_MAX);
        private var snake_prev:Dot = new Dot(0, 0, -GRID_MAX);
        private var snake:Array = new Array();
        private var SNAKE_MAX_LENGTH:int = 50;
        
        private var to_up:Dot = new Dot(0, -1, 0);
        private var to_down:Dot = new Dot(0, 1, 0);
        private var to_left:Dot = new Dot(-1, 0, 0);
        private var to_right:Dot = new Dot(1, 0, 0);
        
        private var bitmapData:BitmapData;
        
        private var bitmapDatas:Array = new Array();
        
        private var pause_:Boolean = false;
        
        private var counter:int = 0;
        private var speed:int = 3;
        private var recover_speed:Number = 0.33;

        private var matrix:Matrix3D = new Matrix3D();
        private var matrix2:Matrix3D = new Matrix3D();
        private var matrix3:Matrix3D = new Matrix3D();

        private var BITMAP_GRID_SIZE:int = 0;
        
        private var ri:Array;
        private var a:int, b:int;
        private var iwidth:int, iheight:int, hwidth:int, hheight:int;
        private var size:int;
        
        private var ripplemap:Array;
        private var oldind:Array;
        private var newind:Array;
        private var mapind:Array;
        private var riprad:int;
        
        private var timers:Array = new Array();
        
        private var defaced:Dot = new Dot();
        
        private var UP_temp:Dot = new Dot();
        private var RIGHT_temp:Dot = new Dot();
        private var LEFT_temp:Dot = new Dot();
        
        private var mimi_UP:Dot = new Dot();
        private var mimi_RIGHT:Dot = new Dot();
        private var mimi_LEFT:Dot = new Dot();
        
        private var excex:Dot = new Dot();
        private var temp_dot:Dot = new Dot();
        private var max_up:Dot = new Dot();
        private var max_left:Dot = new Dot();
        private var max_right:Dot = new Dot();
        
        private var vUP:Dot = new Dot(0,-1,0);
        private var BACK_BONE:Dot = new Dot();
        private var FRONT_BONE:Dot = new Dot(0, 0, GRID_MAX);
        private var DIF:Number = 0;
        
        private var crossproduct:Dot = new Dot();
        
        private var bait:Dot = new Dot();
        
        private var mappers:Array = new Array();
        
        private var gameover_txt:TextField = new TextField();
        private var score_txt:TextField = new TextField();
        
        private var clone_point:Vector3D = new Vector3D();
        
        private var form_score:BasicScoreForm;
        private var form_ranking:BasicScoreRecordViewer;
        
        public function snake3dALT3D()
        {
            
            var picUrl:URLRequest = new URLRequest();
            picUrl.url = "http://assets.wonderfl.net/images/related_images/1/15/152b/152bd818130009eb38713b51b6b785d26038b1da";
            var loader:Loader = new Loader();
            loader.contentLoaderInfo.addEventListener(Event.COMPLETE, init3D);
            loader.load(picUrl, new LoaderContext(true));
            
            stage.addEventListener(KeyboardEvent.KEY_DOWN, onKey_Down);
        }
        
        private function init3D(e:Event):void
        {
            
            var loader:Loader = Loader(e.target.loader);
            var bitmap:Bitmap = Bitmap(loader.content);
            bitmapData = bitmap.bitmapData;

            camera = new Camera3D();
            camera.view = new View(stage.stageWidth, stage.stageHeight);
            addChild(camera.view);
            camera.z = -300;
            controller = new SimpleObjectController(stage, camera, 200, 3);
            var container:ConflictContainer = new ConflictContainer();

            camera.view.interactive = false;
            addChild(camera.diagram);

            var tf:TextFormat = new TextFormat("Arial", 43, 0xFFFFFF);
            gameover_txt.defaultTextFormat = tf;
            gameover_txt.autoSize = "left";
            gameover_txt.text = "Game Over";
            
            var stf:TextFormat = new TextFormat("Arial", 14, 0x6598FF);
            score_txt.defaultTextFormat = stf;
            score_txt.autoSize = "left";
            score_txt.text = "0";
            addChild(score_txt);
            
            iwidth = bitmap.width;
            iheight = bitmap.height;
            
            BITMAP_GRID_SIZE = iwidth / GRID_WIDTH;
            CUBE_SIZE = iwidth;
            GRID_SIZE = CUBE_SIZE / GRID_WIDTH;
            
            hwidth = iwidth>>1;
            hheight = iheight>>1;
            riprad=3;
            
            size = iwidth * (iheight+2) * 2;
            ripplemap = new Array();
            ri = new Array();
            oldind = new Array();
            newind = new Array();
            mapind = new Array();

            var movieMaterials:Array = new Array();
            var bitmaps:Array = new Array();
            var movieClip:MovieClip;
            var i:int = 0;
            var j:int = 0;
            var k:int = 0;
            for(i = 0; i < 6; i++)
            {
                bitmapDatas.push(new BitmapData(iwidth, iwidth));
                movieMaterials.push(new TextureMaterial(bitmapDatas[i]));
                mappers.push(new Array());
                for(j = 0; j < GRID_WIDTH; j++)
                {
                    mappers[i].push(new Array());
                    for(k = 0; k < GRID_WIDTH; k++)
                    {
                        mappers[i][j].push(Boolean(false));
                    }
                }
            }
            
            cube = new Box(100, 100, 100, 3, 3, 3, false, false, movieMaterials[LEFT], movieMaterials[RIGHT], movieMaterials[BACK], movieMaterials[FRONT], movieMaterials[BOTTOM], movieMaterials[TOP]);

            container.addChild(camera);
            container.addChild(cube);

            give_me_bait();
            
            matrix.identity();
            matrix2.identity();
            matrix3.identity();
            
            stage.addEventListener( Event.ENTER_FRAME, loop );
        }
        
        private function loop(event:Event):void
        {
            processing();
            paint();
            camera.render();
        }
        
        private function paint():void
        {
            var i:int = 0;
            for(i=0; i<6; i++)
            {
                //cube_faces[i].graphics.clear();
                bitmapDatas[i].fillRect(bitmapDatas[i].rect, 0xFFFFFFFF);
            }
            for(i=0; i<snake.length; i++)
                S_draw_body(snake[i]);
            draw_bait();
        }
        
        private function processing():void
        {
            if(!pause_)
            {
                if(counter%speed==0)
                {
                    if(key_up)
                    {
                        if(SNAKE_DIRECTION != MOVE_DOWN) SNAKE_DIRECTION = MOVE_UP;
                        
                    } else if(key_down)
                    {
                        if(SNAKE_DIRECTION != MOVE_UP) SNAKE_DIRECTION = MOVE_DOWN;
                    } else if(key_left)
                    {
                        if(SNAKE_DIRECTION != MOVE_RIGHT) SNAKE_DIRECTION = MOVE_LEFT;
                    } else if(key_right)
                    {
                        if(SNAKE_DIRECTION != MOVE_LEFT) SNAKE_DIRECTION = MOVE_RIGHT;
                    }
                    false_all();             
                    
                    snake_prev.val_(snake_head);
                    defaced.val_(snake_head).add_(excex.val_(snake_head).excex_(GRID_MAX).div_(-GRID_MAX));
        
                    if(temp_dot.val_(defaced).add_(curr_direction()).has_(GRID_MAX))
                    {
                        snake_head.val_(defaced).add_(curr_direction());
                        update_directions(curr_righthand(), -Math.PI/2);
                    }
                    else
                        snake_head.add_(curr_direction());
                        
                    snake.push(snake_head.clone());
                    
                    var check_f:Dot = check_face(snake_head);
                    check_f.add_(new Dot(GRID_MAX-1,GRID_MAX-1,0));
                    if(mappers[int(check_f.z)][int(check_f.x)][int(check_f.y)])
                    {
                        speed = -9999;
                        gameOver();
                    }
                    else
                        mappers[int(check_f.z)][int(check_f.x)][int(check_f.y)] = true;
                    if(check_f.equal(bait))
                    {
                        score_txt.text = ""+ (parseInt(score_txt.text) + 100);
                        SNAKE_MAX_LENGTH+=3;
                        give_me_bait();
                    }
                    
                    if(snake.length >= SNAKE_MAX_LENGTH)
                    {
                        check_f = check_face(snake[0]);
                        check_f.add_(new Dot(GRID_MAX-1,GRID_MAX-1,0));
                        mappers[int(check_f.z)][int(check_f.x)][int(check_f.y)] = false;
                        snake.splice(0, 1);
                    }

                    max_up.val_(to_up).mul_(GRID_MAX);
                    max_left.val_(to_left).mul_(GRID_MAX);
                    max_right.val_(to_right).mul_(GRID_MAX);
                    
                    mimi_UP.val_(snake_head).replace_(max_up);
                    mimi_LEFT.val_(snake_head).replace_(max_left);
                    mimi_RIGHT.val_(snake_head).replace_(max_right);
                    
                    if(SNAKE_DIRECTION == MOVE_UP || SNAKE_DIRECTION == MOVE_DOWN)
                    {
                        UP_temp.val_(snake_head).norm().cross_(mimi_RIGHT.norm()).norm();
                    } else {
                        RIGHT_temp.val_(mimi_UP).cross_(snake_head);
                        UP_temp.val_(snake_head).norm().cross_(RIGHT_temp.norm()).norm();
                    }
                    
                    BACK_BONE.push_(0, 0, -1);
                    DIF = snake_head.angle_between(BACK_BONE);
                    
                    crossproduct.val_(snake_head).cross_(BACK_BONE);
                    if(snake_head.equal(BACK_BONE.mul_(GRID_MAX)) || snake_head.equal(FRONT_BONE))
                    {
                        crossproduct.val_(snake_prev).cross_(BACK_BONE);
                    }
                    crossproduct.norm();

                    
                    clone_point.x = crossproduct.x;
                    clone_point.y = crossproduct.y;
                    clone_point.z = crossproduct.z;
                    matrix.identity();
                    matrix.appendRotation(DIF/Math.PI*180, clone_point);

                    UP_temp.rotate_around_axis_(crossproduct, DIF);
                    DIF = UP_temp.angle_between(vUP);
                    if(UP_temp.x>0) DIF = -DIF;
                    BACK_BONE.norm();
                    clone_point.x = BACK_BONE.x;
                    clone_point.y = BACK_BONE.y;
                    clone_point.z = BACK_BONE.z;
                    matrix.appendRotation(-DIF/Math.PI*180, clone_point);
                    counter/=speed;
                }
                counter++;
                var v:Vector.<Vector3D> = matrix.decompose();
                cube.rotationX += rot_to(v[1].x - cube.rotationX)*0.33;
                cube.rotationY += rot_to(v[1].y - cube.rotationY)*0.33;
                cube.rotationZ += rot_to(v[1].z - cube.rotationZ)*0.33;
                cube.rotationX = fix_rot(cube.rotationX);
                cube.rotationY = fix_rot(cube.rotationY);
                cube.rotationZ = fix_rot(cube.rotationZ);
            }
        }
        
        private function give_me_bait():void
        {
            // simple random bait generator
            var total_grid:int = GRID_WIDTH * GRID_WIDTH * 6;
            var random_bait:int = Math.random() * total_grid;
            var face:int = int(random_bait / (GRID_WIDTH * GRID_WIDTH));
            var fy:int = int(random_bait % (GRID_WIDTH * GRID_WIDTH))/GRID_WIDTH;
            var fx:int = int(random_bait % (GRID_WIDTH * GRID_WIDTH))%GRID_WIDTH;
            if(mappers[face][fx][fy])
            {
                give_me_bait();
            } else {
                bait.x = fx;
                bait.y = fy;
                bait.z = face;
            }
        }
        
        private function rot_to(rot:Number):Number
        {
            var r:Number = rot;
            if(r >  Math.PI) r = (-Math.PI*2 + r);
            if(r < -Math.PI) r = ( Math.PI*2 + r);
            return r;
        }
        
        private function fix_rot(rot:Number):Number
        {
            var r:Number = rot;
            if(r >  Math.PI*2) r = (-Math.PI*2 + r);
            if(r < -Math.PI*2) r = ( Math.PI*2 + r);
            return r;
        }
        
        private function draw_bait():void
        {
            bitmapDatas[int(bait.z)].fillRect(new Rectangle(bait.x*GRID_SIZE, bait.y*GRID_SIZE, GRID_SIZE, GRID_SIZE), 0xFFFF9900);
        }
        
        private function S_draw_body(p:*):void
        {
            var SH2D:Dot = check_face(p);
            SH2D.add_(new Dot(GRID_MAX-1,GRID_MAX-1,0));
            bitmapDatas[int(SH2D.z)].fillRect(new Rectangle(SH2D.x*GRID_SIZE, SH2D.y*GRID_SIZE, GRID_SIZE, GRID_SIZE), 0xFFFF0000);
        }
        
        private function curr_direction():Dot
        {
            switch(SNAKE_DIRECTION)
            {
                case MOVE_UP:
                    return to_up;
                    break;
                case MOVE_DOWN:
                    return to_down;
                    break;
                case MOVE_LEFT:
                    return to_left;
                    break;
                case MOVE_RIGHT:
                    return to_right;
                    break;
            }
            return null;
        }
        
        private function curr_righthand():Dot
        {
            switch(SNAKE_DIRECTION)
            {
                case MOVE_UP:
                    return to_right;
                    break;
                case MOVE_DOWN:
                    return to_left;
                    break;
                case MOVE_LEFT:
                    return to_up;
                    break;
                case MOVE_RIGHT:
                    return to_down;
                    break;
            }
            return null;
        }
        
        private function update_directions(p:*, s:*):void
        {
            to_up.rotate_around_axis_(p, s);
            to_down.rotate_around_axis_(p, s);
            to_left.rotate_around_axis_(p, s);
            to_right.rotate_around_axis_(p, s);
            to_up.round();
            to_down.round();
            to_left.round();
            to_right.round();
        }
        
        private function check_face(p:*):Dot
        {
            if(p.x == -GRID_MAX)
            {
                return new Dot( -p.y, -p.z, LEFT);
            } 
            else if(p.x == GRID_MAX)
            {
                return new Dot( p.y, -p.z, RIGHT);
            }
            else if(p.y == -GRID_MAX)
            {
                return new Dot(p.x, -p.z, BACK);
            }
            else if(p.y == GRID_MAX)
            {
                return new Dot( -p.x, -p.z, FRONT);
            }
            else if(p.z == -GRID_MAX)
            {
                return new Dot( -p.x, -p.y, BOTTOM);
            }
            else if(p.z == GRID_MAX)
            {
                return new Dot(p.x, -p.y, TOP);
            }
            return null;
        }
        
        private function onKey_Down( event:KeyboardEvent ):void
        {
            switch (event.keyCode) {
                case Keyboard.SPACE:
                    pause_ = !pause_;
                    break;
                case Keyboard.UP:
                case 87:
                    key_up = true;
                    break;
                case Keyboard.DOWN:
                case 83:
                    key_down = true;
                    break;
                case Keyboard.LEFT:
                case 65:;
                    key_left = true;
                    break;
                case Keyboard.RIGHT:
                case 68:
                    key_right = true;
                    break;
            }
        }
        
        private function false_all():void
        {
            key_up = false;
            key_down = false;
            key_left = false;
            key_right = false;
        }
        
        private function gameOver():void
        {
            gameover_txt.x = stage.stageWidth/2 - gameover_txt.width/2;
            gameover_txt.y = stage.stageHeight/2 - gameover_txt.height*1.5;
            addChild(gameover_txt);
            entryRanking();
        }
        
        public function entryRanking():void
        {
            form_score = new BasicScoreForm(this, (465-280)/2, (465-160)/2, parseInt(score_txt.text), "ENTRY", onCloseScoreForm);
            return;
        }
        
        private function onCloseScoreForm(succeeded:Boolean):void
        {
            if (form_score != null) {removeChild(form_score);}
            form_ranking = new BasicScoreRecordViewer(this, (465-220)/2, (465-240)/2, "RANKING", 30, true, onCloseRankingForm);
            return;
        }
        
        private function showRanking(e:Event):void
        {
            form_ranking = new BasicScoreRecordViewer(this, (465-220)/2, (465-240)/2, "RANKING", 30, true, onCloseRankingForm);
            return;
        }
        
        private function onCloseRankingForm():void
        {
            if (form_ranking != null) {removeChild(form_ranking);}
            return;
        }
    }
}


import flash.utils.Timer;


class Dot
{
    public var x:Number = 0;
    public var y:Number = 0;
    public var z:Number = 0;
        
    public function Dot(px:Number = 0, py:Number = 0, pz:Number = 0) { x = px; y = py; z = pz; }
        
    public function push_(px:Number=0, py:Number=0, pz:Number=0):Dot {x = px; y = py; z = pz; return this;}
    public function val_(p:*):Dot {x=p.x; y=p.y; z=p.z; return this;}
    public function clone():Dot {return new Dot(x, y, z);}
        
    public function add_  (p:*):Dot {x+=p.x; y+=p.y; z+=p.z; return this;}
    public function sub_  (p:*):Dot {x-=p.x; y-=p.y; z-=p.z; return this;}
    public function mul_  (p:*):Dot {x*=p; y*=p; z*=p; return this;}
    public function div_  (p:*):Dot {x/=p; y/=p; z/=p; return this;}

    public function round():Dot {x=Math.round(x); y=Math.round(y); z=Math.round(z); return this;}
    public function norm():Dot {var l:Number = len(); x/=l; y/=l; z/=l; return this;}
    public function dot(p:*):Number {return x*p.x + y*p.y + z*p.z;}
    public function len():Number {return Math.sqrt(x*x + y*y + z*z);}

    public function cross_(p:*):Dot {
        var tx:Number = x;
        var ty:Number = y;
        var tz:Number = z;
        x = ty * p.z - tz * p.y;
        y = tz * p.x - tx * p.z;
        z = tx * p.y - ty * p.x;
        return this;
    }
        
    public function equal(p:*):Boolean {return (x==p.x && y==p.y && z==p.z);}
    public function has_(p:*):Boolean {return (x == p || x == -p || y == p || y == -p || z == p || z == -p)? true: false;}
    public function excex_(p:*):Dot {x = (x==p||x==-p)?x:0; y = (y==p||y==-p)?y:0; z = (z==p||z==-p)?z:0; return this;}
    public function replace_ (p:*):Dot {
        if(p.x != 0) x = p.x;
        if(p.y != 0) y = p.y;
        if(p.z != 0) z = p.z;
        return this;
    }
        
    public function angle_between(b:Dot):Number
    {
        var dotproduct:Number = dot(b);
        var lengtha:Number = len();
        var lengthb:Number = b.len();
        var r:Number = Math.acos( dotproduct / (lengtha * lengthb) );
        return r;
    }

    public function rotate_around_axis_(arb_axis:*, speed:Number):void
    {
        var Cos:Number = Math.cos(speed);
        var Sin:Number = Math.sin(speed);
        var Tan:Number = 1 - Cos;
            
        var aalen:Number = arb_axis.len();
            
        var n1:Number = arb_axis.x/aalen;
        var n2:Number = arb_axis.y/aalen;
        var n3:Number = arb_axis.z/aalen;

        var tx:Number = x;
        var ty:Number = y;
        var tz:Number = z;

        x = tx * ( Math.pow(n1,2) * Tan + Cos ) + ty * ( n1 * n2 * Tan - n3 * Sin )   + tz * ( n1 * n3 * Tan + n2 * Sin );
        y = tx * ( n1 * n2 * Tan + n3 * Sin )   + ty * ( Math.pow(n2,2) * Tan + Cos ) + tz * ( n2 * n3 * Tan - n1 * Sin );
        z = tx * ( n1 * n3 * Tan - n2 * Sin )   + ty * ( n2 * n3 * Tan + n1 * Sin )   + tz * ( Math.pow(n3,2) * Tan + Cos );
    }
}

class Timerx extends Timer
{
    public var id:int = 0;
    public var count:int = 0;
    public var speed:int = 3;
    public function Timerx(t:int) {super(t);}
}