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

forked from: NeonHearts

press to draw heart shapes
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by idiotboy 30 Oct 2011
/**
 * Copyright idiotboy ( http://wonderfl.net/user/idiotboy )
 * MIT License ( http://www.opensource.org/licenses/mit-license.php )
 * Downloaded from: http://wonderfl.net/c/5ywW
 */

// forked from miyaoka's NeonHearts
//press to draw heart shapes
package 
{
    import flash.display.Sprite;
    import flash.events.Event;
    import flash.events.MouseEvent;
    import caurina.transitions.Tweener;
    import flash.display.BlendMode;
    [SWF(width = "465", height = "465", backgroundColor = 0x0, frameRate = "60")]
    
    public class HeartDraw extends Sprite 
    {
        public function HeartDraw():void 
        {
            graphics.beginFill(0);
            graphics.drawRect(0, 0, stage.stageWidth, stage.stageHeight);
            
            var isPress:Boolean = false;
            stage.addEventListener(MouseEvent.MOUSE_DOWN, function ():void 
            {
                isPress = true;
            });
            stage.addEventListener(MouseEvent.MOUSE_UP, function ():void 
            {
                isPress = false;
            });
            
            addEventListener(Event.ENTER_FRAME, function ():void 
            {
                if(!isPress) return;
                
                var h:HeartSprite = new HeartSprite();
                h.blendMode = BlendMode.ADD;
                h.x = mouseX;
                h.y = mouseY;
                h.scaleX *= (Math.random() * 0.5 + 0.75);
                h.scaleY *= (Math.random() * 0.5 + 0.75);
                h.rotation = (Math.random() - 0.5) * 60,
                addChild(h);
                Tweener.addTween(h, {
                    x: h.x + (Math.random() -0.5) * 300,
                    y: h.y + 200 + Math.random()*300,
                    scaleX: h.scaleX * 0.2,
                    scaleY: h.scaleY * 0.2,
                    rotation: h.rotation * (Math.random() * 1.5 + 1.5),
                    time: 2.0 + Math.random()*1.5,
                    transition: "easeInBack",
                    onComplete: function ():void 
                    {
                        removeChild(h);
                    }
                });
            });
        }
    }
}
import flash.display.Graphics;
import flash.display.Sprite;
import flash.display.Shape;
import flash.geom.Point;
import caurina.transitions.Tweener;
import flash.filters.BlurFilter;

class HeartSprite
extends Sprite
{
    public var t:Number = 0;
    public static var trans:Array = [
        "easeInOutQuad",
        "linear",
        "easeInCubic"//,
//        "easeOutCubic"
    ];
    private var fillShape:Shape = new Shape();
    public function HeartSprite():void 
    {
        
        scaleY *= -1;
        if (Math.random() < 0.5) scaleX *= -1;

        var h:HeartSegment = new HeartSegment(Math.random()*50 + 10);
        var g:Graphics = graphics;
        var g2:Graphics = fillShape.graphics;
        var lastT:Number = 0;
        var step:Number = 1 / 50;
        
        g.lineStyle(Math.random() * 6 + 2, 
        (Math.random() * 0x66 + 0x99) << 16 |
        (Math.random() * 0x66 + 0x99) << 8 |
        (Math.random() * 0x66 + 0x99)
        );
        
        //set startPt to random
//        t = (Math.random() < 0.5) ? 0 : 0.5;
//        lastT = t;
//        var pt:Point = h.getValue(t);
//        g.moveTo( pt.x, pt.y);
//        g2.moveTo(pt.x, pt.y);
        g2.beginFill(
            (Math.random() * 0x3f + 0xc0) << 16 |
            (Math.random() * 0x99) << 8 |
            (Math.random() * 0x99)
            );
        
                filters = [
                new BlurFilter()
                ];
        
        Tweener.addTween(this, {
            t:t+1,
            time: 0.5 + Math.random()*1.0,
            transition: trans[Math.floor(Math.random()*trans.length)],
            onUpdate: function ():void 
            {
                while ((lastT += step) < t)
                {
                    var pt:Point = h.getValue(lastT);
                    g.lineTo( pt.x, pt.y);
                    g2.lineTo( pt.x, pt.y);
                    
                }
                pt = h.getValue(t);
                g.lineTo( pt.x, pt.y);
                g2.lineTo( pt.x, pt.y);
                lastT = t;
            },
            onComplete: function ():void 
            {
                g.clear();
                addChild(fillShape);

                fillShape.alpha = 0;
                Tweener.addTween(fillShape, {
                    alpha:1.0,
                    scaleX: 1.2,
                    scaleY: 1.2,
                    time:0.5,
                    transition: "easeOutQuint"
                });
            }
        });
    }
}

class HeartSegment
{
    private var len:Number;
    private var bss:Array = [];
    public function HeartSegment(len:Number = 30):void 
    {        
        this.len = len;
        
        //--nodes
        
        //bottom
        var n0:Point = new Point(0, 0);        
        //left top
        var n1:Point = Point.polar(len * 2 * (Math.random()* 0.5 +1), Math.PI * (7/12 + Math.random() * 1 / 6));
        //top
        var n2:Point = new Point((Math.random()-0.5)*len*0.25, len * Math.sqrt(3));
        //right top
        var n3:Point = Point.polar(len * 2 * (Math.random()* 0.5 +1), Math.PI *  (5/12 - Math.random() * 1 / 6));
        
        
        //--controls
        var c10:Number = 0.5 + Math.random() * 1 / 6;
        var c11:Number = 0.5 + Math.random() * 1 / 12;
        
        var c20:Number = 0.5 - Math.random() * 1 / 12;
        var c21:Number = 0.5 - Math.random() * 1 / 6;
        
        var c00:Number = 0.5 + Math.random() * 1 / 6;
        var c01:Number = c10 + 1;
        
        var c30:Number = c21 + 1;
        var c31:Number = 0.5 - Math.random() * 1 / 6;
        

        //bezierSegments
        bss =
        [
            new BezierSegment_(
                n0,
                n0.add(Point.polar(len, Math.PI * c00)),
                n1.add(Point.polar(len, Math.PI * c01)),
                n1
            ),
            new BezierSegment_(
                n1,
                n1.add(Point.polar(len, Math.PI * c10)),
                n2.add(Point.polar(len, Math.PI * c11)),
                n2
            ),
            new BezierSegment_(
                n2,
                n2.add(Point.polar(len, Math.PI * c20)),
                n3.add(Point.polar(len, Math.PI * c21)),
                n3
            ),
            new BezierSegment_(
                n3,
                n3.add(Point.polar(len, Math.PI * c30)),
                n0.add(Point.polar(len, Math.PI * c31)),
                n0
            )
        ];
    }
    public function getValue(t:Number):Point
    {
        t -= Math.floor(t);
        t *= bss.length;
        var i:int = Math.floor(t);
        return BezierSegment_(bss[i]).getValue(t-i);
    }
}

/**
 * A Bezier segment consists of four Point objects that define a single cubic Bezier curve.
 * The BezierSegment class also contains methods to find coordinate values along the curve.
 * @playerversion Flash 9.0.28.0
 * @langversion 3.0
 * @keyword BezierSegment, Copy Motion as ActionScript
 * @see ../../motionXSD.html Motion XML Elements  
 */
class BezierSegment_
{
    public var a:Point;
    public var b:Point;
    public var c:Point;
    public var d:Point;
    function BezierSegment_(a:Point, b:Point, c:Point, d:Point)
    {
        this.a = a;
        this.b = b;
        this.c = c;
        this.d = d;
    }
    public function getValue(t:Number):Point
    {
        var ax:Number = this.a.x;
        var x:Number = (t*t*(this.d.x-ax) + 3*(1-t)*(t*(this.c.x-ax) + (1-t)*(this.b.x-ax)))*t + ax;
        var ay:Number = this.a.y;
        var y:Number = (t*t*(this.d.y-ay) + 3*(1-t)*(t*(this.c.y-ay) + (1-t)*(this.b.y-ay)))*t + ay;
        return new Point(x, y);    
    }
}