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

Gravias

Modified port of my old work from DA
http://wonderwhy-er.deviantart.com/art/Gravias-101493365

Just character made out of nanobots :) 

Hold mouse down to break him ;)
/**
 * Copyright wonderwhyer ( http://wonderfl.net/user/wonderwhyer )
 * MIT License ( http://www.opensource.org/licenses/mit-license.php )
 * Downloaded from: http://wonderfl.net/c/9Byvt
 */

package {
    import flash.system.LoaderContext;
    import flash.display.Loader;
    import flash.events.Event;
    import flash.net.URLRequest;
    import flash.accessibility.Accessibility;
    import flash.display.Bitmap;

    import flash.display.BitmapData;
    import flash.filters.BlurFilter;
    import flash.geom.ColorTransform;
    import flash.filters.ColorMatrixFilter;
    import flash.geom.Point;
    import flash.events.MouseEvent;

    import flash.display.MovieClip;
    

    [SWF(backgroundColor=0x000000,frameRate=30)]   
    public class Gravias extends MovieClip {
        
        
        public const mouseForce:Number = 20;
        public const oscillationDumper:Number = 0.05;
        public const minimalMovement   :Number = 0.001;
        
        public var loader:Loader;
        
        public var sourceBMP:BitmapData;
        public var pictureX:Number;
        public var pictureY:Number;
        public var view:BitmapData;
        public var bmp:Bitmap;
        
        public var matrix:Array;
        public var blurFilter:BlurFilter = new BlurFilter(3,3,1);
        public var trans:ColorMatrixFilter = new ColorMatrixFilter(matrix);
        public var ct:ColorTransform = new ColorTransform(1,1,1,0.95,0,0,0,0);

        
        public var allPoints:Array = new Array();
        public var activePoints:Array = [];
        public var c:uint=0;
        public var point:Point = new Point(0,0);
        public var currentPixel:int=0;
        
        public var mouseDown:Boolean = false;
        
        public function Gravias() {
            
            loader = new Loader();
            loader.contentLoaderInfo.addEventListener(Event.COMPLETE,loaded);
            
            var url:String = "http://assets.wonderfl.net/images/related_images/2/2d/2d9b/2d9bfdbe8f9e40f0ffa3cbd033c77bdc9ab9977d";     
            
            loader.load(new URLRequest(url),new LoaderContext(true));
        }
        
        private function loaded(e:Event):void
        {
            init();
            
            stage.addEventListener(Event.ENTER_FRAME,frame,false,0,true);
            
            stage.addEventListener(MouseEvent.MOUSE_DOWN,
            function(e:Event):void {
                mouseDown=true;   
            });
                       
            stage.addEventListener(MouseEvent.MOUSE_UP,
            function(e:Event):void {
                mouseDown=false;   
            });
                       
            addChild(bmp);
        }
        
        
        private function init():void
        {
            sourceBMP = (loader.content as Bitmap).bitmapData;
            pictureX = (stage.stageWidth-sourceBMP.width)/2;
            pictureY = (stage.stageHeight-sourceBMP.height)/2;
            matrix = new Array();
            matrix = matrix.concat([1, 0, 0, 0, 0]);// red
            matrix = matrix.concat([0, 1, 0, 0, 0]);// green
            matrix = matrix.concat([0, 0, 1, 0, 0]);// blue
            matrix = matrix.concat([0, 0, 0, 1, -50]);// alpha

            view = new BitmapData(stage.stageWidth,stage.stageHeight,true,0);
            bmp = new Bitmap(view);
            
            createPoints();
            
        }
        
        private function frame(evt:Event):void {
            view.lock();
            
            //adding new 30 points to active points list at each frame
            var pointsCreated:int=0;
            while(pointsCreated<30 && currentPixel<allPoints.length){
                pointsCreated++;
                var pixel:dPixel = allPoints[currentPixel];
                pixel.x=pixel.cx+Math.random()*110-55;
                pixel.y=pixel.cy+Math.random()*110-55;
                pixel.dx=0;
                pixel.dy=0;
                pixel.h=1;
                activePoints.push(pixel);
                currentPixel++;
            }


            view.applyFilter(view,view.rect,point,blurFilter);
            view.colorTransform(view.rect,ct);

            
            for (var i:int=0; i<activePoints.length; i++) {
                
                pixel =dPixel(activePoints[int(i)]);
                
                var pp:Point = new Point(pixel.x-bmp.mouseX,pixel.y-bmp.mouseY);//vector from mouse to this pixel
                
                var l:Number=1 / pp.length;
                
                //now normalized to length of 1
                pp.x*=l;
                pp.y*=l;
                
                l=20*l;
                
                //pushing pixel from mouse based on distance
                if(mouseDown){
                    pixel.dx+=pp.x*l;
                    pixel.dy+=pp.y*l;
                }
                
                //calculating how far pixel is from place where it should be, momentum of pixel is included, also acceleration of pixel towards its place
                var ddx:Number = (pixel.cx-pixel.x-pixel.dx)*0.05;
                var ddy:Number = (pixel.cy-pixel.y-pixel.dy)*0.05;
                
                var dd:Number = (Math.abs(ddx)+Math.abs(ddy))*0.03;
                
                //h is how "hot" pixel is, nasicly how far it is from place where it should be
                pixel.h+=dd;
                pixel.h*=0.98;
                pixel.h=Math.min(1,pixel.h);
                
                //moving pixel
                pixel.dx+=ddx;
                pixel.dy+=ddy;
                
                pixel.x+=pixel.dx;
                pixel.y+=pixel.dy;
                
                if(Math.abs(pixel.dx)<0.001)
                    pixel.x = pixel.cx;
                if(Math.abs(pixel.dy)<0.001)
                    pixel.y = pixel.cy;
                    

                
                //drawing pixel interpolating color between what it should be and yellow
                view.setPixel32(pixel.x,pixel.y,InterpolateColor(pixel.color,0xFFFFFF00,pixel.h));
            }
            
            view.unlock();
            
        }        
        
        private function createPoints():void {
            for (var iy:int=0; iy<sourceBMP.height; iy++) {
                for (var ix:int=0; ix<sourceBMP.width; ix++) {
                    var col:uint = sourceBMP.getPixel32(ix,iy);
                    if ((col>>>24)>50) {
                        allPoints.push(new dPixel(ix+pictureX,iy+pictureY,ix+pictureX,iy+pictureY,0,0,0,col));
                    }
                }
            }
        }
        

        private function restart(evt:Event):void {
            activePoints.splice(0);
            currentPixel=0;
        }
        
    }
}
import flash.geom.ColorTransform;
   class dPixel{
        public var x:Number;
        public var y:Number;
        public var cx:Number;
        public var cy:Number;
        public var dx:Number;
        public var dy:Number;
        public var h:Number;
        public var color:uint;
        public function dPixel(x:Number,y:Number,cx:Number,cy:Number,dx:Number,dy:Number,h:Number,color:uint){
            this.x=x;
            this.y=y;
            this.cx=cx;
            this.cy=cy;
            this.dx=dx;
            this.dy=dy;
            this.h=h;
            this.color=color;
        }
    }
            function InterpolateColor(StartColor:uint, EndColor:uint, TransitionPercent1:Number):uint
            {
                var TransitionPercent2:Number = (1 - TransitionPercent1);
                
                //SC:StartColor EC:EndColor IC:InterpolateColor
                //各要素を抽出・計算、ICをreturnする
                var SC1:uint = StartColor >> 24 & 0xFF;
                var SC2:uint = StartColor >> 16 & 0xFF;
                var SC3:uint = StartColor >> 8 & 0xFF;
                var SC4:uint = StartColor & 0xFF;
                
                var EC1:uint = EndColor >> 24 & 0xFF;
                var EC2:uint = EndColor >> 16 & 0xFF;
                var EC3:uint = EndColor >> 8 & 0xFF;
                var EC4:uint = EndColor & 0xFF;
                
                var IC1:uint = SC1 * TransitionPercent2 + EC1 * TransitionPercent1;
                var IC2:uint = SC2 * TransitionPercent2 + EC2 * TransitionPercent1;
                var IC3:uint = SC3 * TransitionPercent2 + EC3 * TransitionPercent1;
                var IC4:uint = SC4 * TransitionPercent2 + EC4 * TransitionPercent1;
                
                var IC:uint = IC1 << 24 | IC2 << 16 | IC3 << 8 | IC4;
                return IC;
            }