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

Moon Playing

/**
 * Copyright bradsedito ( http://wonderfl.net/user/bradsedito )
 * MIT License ( http://www.opensource.org/licenses/mit-license.php )
 * Downloaded from: http://wonderfl.net/c/9gEl
 */



package
{
        
    import flash.display.Bitmap;
    import flash.display.BitmapData;
    import flash.display.GradientType;
    import flash.display.SpreadMethod;
    import flash.display.Sprite;
    import flash.display.StageQuality;
    import flash.events.Event;
    import flash.events.TimerEvent;
    import flash.filters.BitmapFilter;
    import flash.filters.BlurFilter;
    import flash.geom.Matrix;
    import flash.geom.Point;
    import flash.utils.Timer;
    
    [SWF(frameRate="60", width="465", height="465", backgroundColor="#000000")]
    
    public class wonderfl extends Sprite 
    {
        private var _view :Sprite;
        private var _canvas:BitmapData ;
        
        public function wonderfl():void
        {       
            stage.quality = StageQuality.BEST;
            _canvas = new BitmapData(465,465, true, 0x00000000);
            _view = new Sprite();
            addChild(_view);
             
            addChild(new Bitmap(_canvas));
            
            for(var i:int = 0; i < 1; i++)
            {
                _view.addChild(new Velocity());
                   
            }
            createBG()
            addEventListener(Event.ENTER_FRAME, draw);
        }
        
        private function createBG():void 
        {
            var matr:Matrix = new Matrix();
            matr.createGradientBox(465, 465, Math.PI / 2, 0, 0);
            
            var bg:Sprite = new Sprite();
            bg.graphics.beginGradientFill
            (
                GradientType.LINEAR, 
                [0x002B5E, 0x000000], //colors
                [1, 1], //alphas
                [0, 255], //ratios
                matr, //matrix
                SpreadMethod.PAD
            );    
            
            bg.graphics.drawRect(0, 0, 465, 465);
            bg.graphics.endFill();
            
            bg.graphics.beginFill(0xffffff, 0.3);
            for(var i:int = 0; i<150; i++)
                bg.graphics.drawCircle(Math.random() * 465, Math.random() * 232, Math.random() * 1.5);
            bg.graphics.endFill();
                            
            addChildAt(bg, 1);
        }
    
        private var blur:BitmapFilter = new BlurFilter( 40, 40, 3);
        private var op:Point = new Point(0,0);
        private function draw(e:Event):void
        { 
            _canvas.draw(_view);
            _canvas.applyFilter( _canvas, _canvas.rect, op, blur );

            _canvas.scroll(  20, 20 );
            _canvas.scroll( -20, -20 );

        }
    }
}


import flash.display.Sprite;
import flash.events.Event;
import flash.events.TimerEvent;
import flash.utils.Timer;
import flash.display.BlendMode;
    
class Velocity extends Sprite
{
    private var _sprite            :Sprite;
    private var _easing            :Number= 1;
    private var _vx                :Number = 0//Math.random() * 20;            
    private var _vy                :Number = 0;
    private var _k                :Number= 0.40;
    private var _damp            :Number= 0.0;
    private var _timer            :Timer;  
            
   public function Velocity()
   {
        _sprite=new Sprite(); 
        
        var chance:Number = 0.0;
   //   var chance:Number = Math.random();
 
        (Math.random() < 0.15) ? _sprite.blendMode = BlendMode.ADD : _sprite.blendMode = BlendMode.ADD;     
         
        _sprite.graphics.beginFill(0xFFFFFF, 0.8); 
//        _sprite.graphics.beginFill(255 * 255 * 255, 0.8 + 0.1); 
        _sprite.graphics.drawCircle(0,0, 20);
        _sprite.graphics.endFill();
        _sprite.x= 0;
        _sprite.y= 0;
          
        
         addChild(_sprite);
         _timer = new Timer(10);
         _timer.addEventListener("timer",onTimer);
         _timer.start(); 
    }
            
    public function onTimer(event:TimerEvent):void
    {
        var mx:Number, my:Number
        
        //Random area in the middle, if the user hasn't used their mouse yet
        if(mouseX == 0 || mouseY == 0)
        {
            mx = 232;
            my = 232;
        }
        else
        {
            mx = mouseX
            my = mouseY
        }
        
        var ax:Number = (mx - _sprite.x)*_k;
        var ay:Number = (my - _sprite.y)*_k;
        
        _vx += ax * _easing;
        _vy += ay * _easing;
        
        _sprite.x += _vx;
        _sprite.y += _vy;   
        
        _vx *= _damp;
        _vy *= _damp;
        
        if(Math.random() > 0.8)
            parent.setChildIndex(this, int(Math.random() * parent.numChildren));
    }
}