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

Fruit Ninja2

...
@author lizhi http://game-develop.net/
Get Adobe Flash player
by lizhi 05 Nov 2012
/**
 * Copyright lizhi ( http://wonderfl.net/user/lizhi )
 * MIT License ( http://www.opensource.org/licenses/mit-license.php )
 * Downloaded from: http://wonderfl.net/c/53o6
 */

package
{
    import flash.display.Bitmap;
    import flash.display.BitmapData;
    import flash.display.Shape;
    import flash.display.Sprite;
    import flash.events.Event;
    import flash.events.MouseEvent;
    import flash.filters.BitmapFilter;
    import flash.filters.BlurFilter;
    import flash.filters.GlowFilter;
    import flash.geom.ColorTransform;
    import flash.text.TextField;
    import flash.text.TextFieldAutoSize;
    import sliz.miniui.Link;
    import sliz.utils.UIUtils;
    
    /**
     * ...
     * @author lizhi http://game-develop.net/
     */
    [SWF(width=465,height=465,backgroundColor=0xffffff,frameRate=25)]
    public class Main extends Sprite
    {
        private var info:TextField;
        private var score:int = 0;
        private var lost:int = 0;
        private var time:int = 0;
        private var particles:Array = [];
        private var rubbishs:Array = [];
        private var lines:Array = [];
        private var cutlayer:Shape = new Shape;
        private var cutBmdLayer:BitmapData;
        private var cutlayerFilter:BitmapFilter;
        private var cutlayerCT:ColorTransform;
        
        
        private var flayer:Shape = new Shape;
        private var fBmdLayer:BitmapData;
        private var flayerFilter:BitmapFilter;
        private var flayerCT:ColorTransform;
        
        private var lastX:Number;
        private var lastY:Number;
        
        public function Main():void
        {
            info = new TextField;
            info.autoSize = TextFieldAutoSize.LEFT;
            info.multiline = true;
            fBmdLayer = new BitmapData(stage.stageWidth, stage.stageHeight, true, 0);
            addChild(new Bitmap(fBmdLayer));
            flayerFilter = new BlurFilter;
            flayerCT = new ColorTransform(1, 1, 1, 0.5);
            
            cutBmdLayer = new BitmapData(stage.stageWidth, stage.stageHeight, true, 0);
            var cutImage:Bitmap = new Bitmap(cutBmdLayer);
            addChild(cutImage);
            addChild(info);
            cutImage.filters = [new GlowFilter( 0xff0000, 1, 16, 16, 2, 3, false, false )];
            cutlayerFilter = new BlurFilter(2,2,3);
            cutlayerCT = new ColorTransform(1, 1, 1, 0);
            
            stage.addEventListener(MouseEvent.MOUSE_DOWN, onMD);
            addEventListener(Event.ENTER_FRAME, update);
            
            new Link("more game", "http://game-develop.net", 0, 20, this);
            UIUtils.changeStage(stage);
        }
        
        private function onMD(e:MouseEvent):void
        {
            lastX = mouseX;
            lastY = mouseY;
            stage.addEventListener(MouseEvent.MOUSE_MOVE, onMM);
            stage.addEventListener(MouseEvent.MOUSE_UP, onMU);
        }
        
        private function onMU(e:MouseEvent):void
        {
            stage.removeEventListener(MouseEvent.MOUSE_MOVE, onMM);
            stage.removeEventListener(MouseEvent.MOUSE_UP, onMU);
        }
        
        private function onMM(e:MouseEvent):void
        {
            var line:Line = new Line;
            line.x1 = lastX;
            line.y1 = lastY;
            lastX = mouseX;
            lastY = mouseY;
            line.x2 = lastX;
            line.y2 = lastY;
            //if(line.length>50)
            lines.push(line);
        }
        
        private function update(e:Event):void
        {
            var graphics:flash.display.Graphics = flayer.graphics;
            graphics.clear();            
            for (var i:int = rubbishs.length - 1; i >= 0; i--)
            {
                p = rubbishs[i];
                p.r-=.3;
                if(p.r<=0)p.r=0; 
                p.update(graphics);
                if (p.y > stage.stageHeight)
                {
                    rubbishs.splice(i, 1);
                }
            }
            for (i = particles.length - 1; i >= 0; i--)
            {
                var p:Particle = particles[i];
                p.update(graphics);
                if (p.y > stage.stageHeight)
                {
                    if(p.state==0)lost++;
                    particles.splice(i, 1);
                }
            }

            cutlayer.graphics.clear();
            for (i = lines.length - 1; i >= 0; i--)
            {
                var line:Line = lines[i];
                if (line.state == 0)
                {
                    for (var j:int = particles.length - 1; j >= 0;j-- )
                    {
                        p = particles[j];
                        var intersectionObj:Object = intersection(line.x1, line.y1, line.x2, line.y2, p.x, p.y, p.r);
                        if (p.state == 0 && intersectionObj!=null)
                        {
                            p.state = 1;
                            p.cut(intersectionObj.x1, intersectionObj.y1, intersectionObj.x2, intersectionObj.y2);
                            var p2:Particle = new Particle;
                            p2.x = p.x;
                            p2.y = p.y;
                            p2.vx = p.vx;
                            p2.vy = p.vy;
                            p2.r = p.r;
                            p2.av = p.av;
                            p2.lineColor = p.lineColor;
                            p2.color = p.color;
                            p2.state = p.state;
                            p2.cut(intersectionObj.x2, intersectionObj.y2, intersectionObj.x1, intersectionObj.y1);
                            particles.push(p2);
                            score++;
                            rubbish(p.x,p.y,p.color);
                        }
                    }
                }
                line.state++;
                if (line.state > 5)
                {
                    lines.splice(i, 1);
                }
                cutlayer.graphics.lineStyle( i / 5  , 0, 1, true, "none", "round", "round", 1);
                cutlayer.graphics.moveTo(line.x1, line.y1);
                cutlayer.graphics.lineTo(line.x2, line.y2);
            }
            cutBmdLayer.colorTransform(cutBmdLayer.rect, cutlayerCT);
            //cutBmdLayer.applyFilter(cutBmdLayer, cutBmdLayer.rect, cutBmdLayer.rect.topLeft, cutlayerFilter);
            cutBmdLayer.draw(cutlayer);
            
            fBmdLayer.colorTransform(fBmdLayer.rect, flayerCT);
            fBmdLayer.applyFilter(fBmdLayer, fBmdLayer.rect, fBmdLayer.rect.topLeft, flayerFilter);
            fBmdLayer.draw(flayer);
            
            info.text = "lost:" + lost + " score:" + score + " time:" + int(time / stage.frameRate);
            time++;
            if (Math.random() < Math.atan(0.02 + time / 100000))
            {
                addFruit();
            }
        }
        
        private function addFruit():void
        {
            var p:Particle = new Particle;
            p.x = stage.stageWidth * (0.3 + 0.4 * Math.random());
            p.y = stage.stageHeight;
            p.vx = 5 * (Math.random() - .5);
            p.vy = -(20 + 20 * Math.random());
            p.r = 15 + 25 * Math.random();
            p.a = Math.PI * 2 * Math.random();
            p.av = 0.1*(Math.random()-0.5);
            particles.push(p);
        }
        private function rubbish(x:Number, y:Number,color:uint):void {
            var c:int = 100 * Math.random();
            while(c-->0){
                var p:Particle = new Particle;
                p.color = color;
                p.lineColor = color;
                p.x = x;
                p.y = y;
                p.r = 10 + 1 * Math.random();
                p.a = Math.PI * 2 * Math.random();
                p.av = 0.1 * (Math.random() - 0.5);
                var s:Number = 10*Math.random();
                p.vx = s * Math.cos(p.a);
                p.vy = s * Math.sin(p.a);
                rubbishs.push(p);
            }
        }
        
        //http://www.thecodeway.com/blog/?p=1873
        private function intersection(x1:Number, y1:Number, x2:Number, y2:Number, x3:Number, y3:Number, r:Number):Object
        {
            var A:Number = (x2 - x1) * (x2 - x1) + (y2 - y1) * (y2 - y1);
            var B:Number = 2 * ((x2 - x1) * (x1 - x3) + (y2 - y1) * (y1 - y3));
            var C:Number = x3 * x3 + y3 * y3 + x1 * x1 + y1 * y1 - 2 * (x3 * x1 + y3 * y1) - r * r;
            var bb_plus_4ac:Number = B * B - 4 * A * C;
            if (bb_plus_4ac > 0)
            {
                var sqrt:Number = Math.sqrt(bb_plus_4ac);
                var u1:Number = (-B + sqrt) / 2 / A;
                var u2:Number = (-B - sqrt) / 2 / A;
                var cutx1:Number = x1 + (x2 - x1) * u1;
                var cuty1:Number = y1 + (y2 - y1) * u1;
                var cutx2:Number = x1 + (x2 - x1) * u2;
                var cuty2:Number = y1 + (y2 - y1) * u2;
                var obj:Object = { x1:cutx1, y1:cuty1, x2:cutx2, y2:cuty2 };
                if (u1 > 0 && u1 < 1)
                {
                    return obj;
                }
                if (u2 > 0 && u2 < 1)
                {
                    return obj;
                }
            }
            return null;
        }
    }

}
import flash.display.CapsStyle;
import flash.geom.Point;
import flash.display.Graphics;

class Line
{
    public var x1:Number;
    public var y1:Number;
    public var x2:Number;
    public var y2:Number;
    public var state:int = 0;
    public function get length():Number {
        return Math.sqrt((x2-x1)*(x2-x1)+(y2-y1)*(y2-y1));
    }
    public function Line()
    {
    
    }

}

class Particle
{
    public var x:Number;
    public var y:Number;
    
    public var g:Number = 0.5;
    public var vx:Number;
    public var vy:Number;
    public var friction:Number = 0.95;
    
    public var r:Number;
    public var lineColor:uint = 0xffffff * Math.random();
    public var color:uint = 0xffffff * Math.random();
    public var state:int = 0;
    
    private var a1:Number;
    private var a2:Number;
    public var av:Number;
    public var a:Number = 0;
    public function Particle()
    {
    }
    
    public function update(grap:Graphics):void
    {
        vx *= friction;
        x += vx;
        vy += g;
        vy *= friction;
        y += vy;
        a += av;
        
        grap.beginFill(color);
        grap.lineStyle(3,lineColor,1,false,"normal",CapsStyle.NONE);
        if (state == 0) {
            grap.moveTo(x + r * Math.cos(a), y + r * Math.sin(a));
            grap.lineTo(x, y);
            grap.drawCircle(x, y, r);
        }else {
            a1 += av;
            a2 += av;
            drawArc(grap, x, y, r, (a2 - a1) * 180 / Math.PI, a1 * 180 / Math.PI);
        }
        grap.lineStyle();
    }
    
    public function cut(x1:Number, y1:Number, x2:Number, y2:Number):void {
        a1 = Math.atan2(y1 - y, x1 - x);
        a2 = Math.atan2(y2 - y, x2 - x);
        if (x1 > x2) {
            vx += 3;
            av += 0.05;
        }else {
            vx -= 3;
            av -= 0.05;
        }
    }

    //http://as3-classes.googlecode.com
    public function drawArc(grap:Graphics,nX:Number, nY:Number, nRadius:Number, nArc:Number, nStartingAngle:Number = 0):void
    {
        // The angle of each of the eight segments is 45 degrees (360 divided by eight),
        // which equals p/4 radians.
        if (nArc < 0) {
            nArc += 360;
        }
        if (nArc > 360)
        {
            nArc = 360;
        }
        nArc = Math.PI / 180 * nArc;
        var nAngleDelta:Number = nArc / 8;
        
        // Find the distance from the circle's center to the control points
        // for the curves.
        var nCtrlDist:Number = nRadius / Math.cos(nAngleDelta / 2);
        
        nStartingAngle *= Math.PI / 180;
        
        var nAngle:Number = nStartingAngle;
        var nCtrlX:Number;
        var nCtrlY:Number;
        var nAnchorX:Number;
        var nAnchorY:Number;
        
        var nStartingX:Number = nX + Math.cos(nStartingAngle) * nRadius;
        var nStartingY:Number = nY + Math.sin(nStartingAngle) * nRadius;
        
        
        // Move to the starting point, one radius to the right of the circle's center.
        grap.moveTo(nStartingX, nStartingY);
        // Repeat eight times to create eight segments.
        for (var i:Number = 0; i < 8; i++)
        {
            // Increment the angle by angleDelta (p/4) to create the whole circle (2p).
            nAngle += nAngleDelta;
            
            // The control points are derived using sine and cosine.
            nCtrlX = nX + Math.cos(nAngle - (nAngleDelta / 2)) * (nCtrlDist);
            nCtrlY = nY + Math.sin(nAngle - (nAngleDelta / 2)) * (nCtrlDist);
            
            // The anchor points (end points of the curve) can be found similarly to the
            // control points.
            nAnchorX = nX + Math.cos(nAngle) * nRadius;
            nAnchorY = nY + Math.sin(nAngle) * nRadius;
            
            // Draw the segment.
            grap.curveTo(nCtrlX, nCtrlY, nAnchorX, nAnchorY);
        }
    }
}