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

flash on 2011-7-7

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by kihon 07 Jul 2011
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package
{
    import flash.display.BitmapData;
    import flash.display.Loader;
    import flash.display.Sprite;
    import flash.events.Event;
    import flash.events.KeyboardEvent;
    import flash.net.URLRequest;
    import flash.system.LoaderContext;
 
    public class Main extends Sprite
    {
        private var animGroup:Array = [];
 
        public function Main()
        {
            graphics.beginFill(0x0);
            graphics.drawRect(0, 0, stage.stageWidth, stage.stageHeight);
            graphics.endFill();
            
            addEventListener(Event.ADDED_TO_STAGE, addedToStage);
        }
        
        private function addedToStage(event:Event):void 
        {
            removeEventListener(Event.ADDED_TO_STAGE, addedToStage);
 
            var loader:Loader = new Loader();
            loader.contentLoaderInfo.addEventListener(Event.INIT, initHandler);
            loader.load(new URLRequest("http://assets.wonderfl.net/images/related_images/4/4a/4a16/4a1679dcbabe6776f39f652ac0574f15a8b15bb5"), new LoaderContext(true));
        }
        
        private function initHandler(event:Event):void
        {
            var loader:Loader = event.currentTarget.loader as Loader;
            var chip:BitmapData = new BitmapData(loader.width, loader.height, true, 0x0);
            chip.draw(loader);
            
            AnimSprite.stage = stage;
            var player:Character = new Character(chip);
            addChild(player);
            animGroup.push(player);
            
            player.x = 32 * 6;
            player.y = 32 * 6;
            
            addEventListener(Event.ENTER_FRAME, onEnterFrame);
            stage.addEventListener(KeyboardEvent.KEY_DOWN, onKeyDown);
            stage.addEventListener(KeyboardEvent.KEY_UP, onKeyUp);
        }
        
        private function onKeyDown(event:KeyboardEvent):void 
        {
            Key.keys[event.keyCode] = true;
        }
        
        private function onKeyUp(event:KeyboardEvent):void 
        {
            Key.keys[event.keyCode] = false;
        }
 
        private function onEnterFrame(event:Event):void 
        {
            for each (var anim:AnimSprite in animGroup)
            {
                anim.update();
            }
        }
    }
}

import flash.display.Bitmap;
import flash.display.BitmapData;
import flash.display.Sprite;
import flash.display.Stage;
import flash.geom.Point;
import flash.geom.Rectangle;

class AnimSprite extends Sprite
{
    public static var stage:Stage;
    public static const ZERO:Point = new Point();
    public var curAnim:Anim;
    public var animGroup:Array = [];
    public var finished:Boolean = false;
    public var time:Number = 0.0;
    public var chip:BitmapData;
    public var chipWidth:Number;
    public var chipHeight:Number;
    public var xLength:int;
    public var bitmap:Bitmap;

    public function AnimSprite(chip:BitmapData, width:Number, height:Number)
    {
        this.chip = chip;
        this.chipWidth = width;
        this.chipHeight = height;
        this.xLength = chip.width / width;

        var bd:BitmapData = new BitmapData(width, height, true, 0x0);
        addChild(bitmap = new Bitmap(bd));
    }

    public function addAnimation(name:String, frames:Array, delay:Number, looped:Boolean = true):void
    {
        animGroup.push(new Anim(name, frames, 0, 1.0 / delay, looped));
    }

    public function play(name:String, force:Boolean = false):void
    {
        if (!force && curAnim != null && curAnim.name == name && (curAnim.looped || !finished)) return;
        
        for each (var anim:Anim in animGroup)
        {
            if (anim.name == name)
            {
                curAnim = anim;
                finished = false;
                time = 0.0;
                break;
            }
        }
    }

    public function update():void
    {
        bitmap.bitmapData.fillRect(bitmap.bitmapData.rect, 0x0);
        if (curAnim)
        {
            var tx:int = curAnim.frames[curAnim.index] % xLength;
            var ty:int = curAnim.frames[curAnim.index] / xLength;
            bitmap.bitmapData.copyPixels(chip, new Rectangle(tx * chipWidth, ty * chipHeight, chipWidth, chipHeight), ZERO);
        }
        if (curAnim && curAnim.delay > 0 && (curAnim.looped || !finished))
        {
            time += 1 / AnimSprite.stage.frameRate;
            while (time > curAnim.delay)
            {
                time -= curAnim.delay;

                if (curAnim.index >= curAnim.frames.length - 1)
                {
                    finished = true;
                    if (curAnim.looped) curAnim.index = 0;
                }
                else curAnim.index++;
            }
        }
    }
}

class Anim
{
    public var frames:Array;
    public var index:int;
    public var delay:Number;
    public var name:String;
    public var looped:Boolean;

    public function Anim(name:String, frames:Array, index:int, delay:Number, looped:Boolean):void
    {
        this.name = name;
        this.frames = frames;
        this.index = index;
        this.delay = delay;
        this.looped = looped;
    }
}

class Key
{
    public static const LEFT:int = 37;
    public static const RIGHT:int = 39;
    public static const UP:int = 38;
    public static const DOWN:int = 40;
    
    public static var keys:Array = [];
}

class Character extends AnimSprite
{
    private const FRAME_RATE:Number = 10.0;
    private const SPEED:Number = 4.0;
    public var velocity:Point = new Point();
    
    public function Character(bd:BitmapData)
    {
        super(bd, 32, 32);
        
        addAnimation("down", [0, 1, 2], FRAME_RATE);
        addAnimation("left", [3, 4, 5], FRAME_RATE);
        addAnimation("right", [6, 7, 8], FRAME_RATE);
        addAnimation("up", [9, 10, 11], FRAME_RATE);
        addAnimation("down_idle", [1], 0, false);
        addAnimation("left_idle", [4], 0, false);
        addAnimation("right_idle", [7], 0, false);
        addAnimation("up_idle", [10], 0, false);
        play("down_idle");
    }

    override public function update():void 
    {
        if (Key.keys[Key.LEFT] || Key.keys[Key.RIGHT])
        {
            velocity.y = 0;

            if (Key.keys[Key.LEFT] && Key.keys[Key.RIGHT])
            {
                if (velocity.x < 0) play("left_idle");
                else if (velocity.x > 0) play("right_idle");
                velocity.x = 0;
            }
            else if (Key.keys[Key.LEFT])
            {
                velocity.x = -SPEED;

                play("left");
            }
            else if (Key.keys[Key.RIGHT])
            {
                velocity.x = SPEED;
                play("right");
            }
        }
        else if (Key.keys[Key.UP] || Key.keys[Key.DOWN])
        {
            velocity.x = 0;

            if (Key.keys[Key.UP] && Key.keys[Key.DOWN])
            {
                if (velocity.y < 0) play("up_idle");
                else if (velocity.y > 0) play("down_idle");
                velocity.y = 0;
            }
            else if (Key.keys[Key.UP])
            {
                velocity.y = -SPEED;
                play("up");
            }
            else if (Key.keys[Key.DOWN])
            {
                velocity.y = SPEED;
                play("down");
            }
        }
        else
        {
            if (velocity.x < 0) play("left_idle");
            else if (velocity.x > 0) play("right_idle");
            else if (velocity.y < 0) play("up_idle");
            else if (velocity.y > 0) play("down_idle");
            velocity.x = velocity.y = 0;
        }
        
        this.x += velocity.x;
        this.y += velocity.y;

        super.update();
    }
}