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

forked from: 砂ゲー

水追加
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by uwi 12 Sep 2010
/**
 * Copyright uwi ( http://wonderfl.net/user/uwi )
 * MIT License ( http://www.opensource.org/licenses/mit-license.php )
 * Downloaded from: http://wonderfl.net/c/aHca
 */

// forked from kuma360's 砂ゲー
//水追加
package 
{
    import com.bit101.components.*;
    import flash.display.*;
    import flash.events.*;
    import flash.geom.*;
    
    [SWF ( width = 465, height = 465, frameRate = 60 )];
    public class Main extends Sprite 
    {
        
        private var _CANVAS:BitmapData = new BitmapData ( stage.stageWidth , stage.stageHeight , false , 0 ) ;
        
        private var _B0:PushButton ; 
        private var _B1:PushButton ; 
        private var _B2:PushButton ; 
        private var _B3:PushButton ; 
        
        private var _CLICK:Boolean = false ;
        private var _COLOR:uint = 0x836034;
        private var _BX:int = 0 ;
        private var _BY:int = 0 ;
        
        private const _graphicsData:Array =["89504e470d0a1a0a0000000d49484452000000300000000a0806000000f2e3dd4c0000001974455874536f6674776172650041646f626520496d616765526561647971c9653c0000010e4944415478dab495d111c2200c861326d011ea188e6037d04757700c57f05137d071ec08ba416c8aa91002ca1de60ea93fe123f9f12a1011e4c61457a0702ee5d78e167c9c3e6ef8a6f9a00d21cf91de03cecf7c187f97390c29a8f7ec84d398ef22f0fa0ec906d17508c8d0a67c63fd1f7c7f0388408ffb67c3a2f30e291d97abc82506595ac2199d36f5167cb966066df714fd0eb51eb936ea32b4fe8dd392efa0109cbc3b74a6ce33af450e158273cfc7a14a4f6ec508071511ba916bccd239b8c8dc9ac5ffd508572ac8ea5e1f125e7fc9ad52f1b935d6ada6c27c57ea5c8abb9c1039870be491733f6c267caee1ebbd72568e9fbc851832ffc93c07d2ce8679bab84433de36adf92f01060061a1bafe090c09b10000000049454e44ae426082"];
        private var _lemmings:Vector.<LemmingSprite> = new Vector.<LemmingSprite>(_lemmingsNum, true);
        
        private var _loader:Loader;
         private function prepareAsset(n:int):void{ 
            var bytes:ByteArray = new ByteArray();
            var data1:Array=_graphicsData[n].split("");
            var data2:Array=[];
            var d1l:int = data1.length;
            for (var i:int=0;i<d1l;i+=2){
                data2.push("0x"+data1[i]+data1[i+1]);
            }
            var d2l:int = data2.length;
            for (var j:int=0;j<d2l;j++){
                bytes[j] = data2[j];
            }
            _loader = new Loader();
            _loader.contentLoaderInfo.addEventListener(Event.COMPLETE,assetLoaded);
            _loader.loadBytes(bytes);
        }
        
        private var _assetsMemoryBank:Vector.<BitmapData> = new Vector.<BitmapData>;
        private var _assetsNum:uint = 0;
        
        private function assetLoaded(event:Event):void {
            var t:BitmapData = new BitmapData(_loader.content.width,_loader.content.height,true,0x00FFFFFF);
            t.draw(_loader.content,new Matrix());
            _assetsMemoryBank.push(t);
            _assetsNum++;
            if (_assetsNum<_graphicsData.length) {prepareAsset(_assetsNum);}
            else {initAnimation();}
        }
        
        private function initAnimation():void {
            addChild(new Bitmap(_renderData)) as Bitmap;
            
//            addChild( new Stats() );
            /*
            for (var i:uint=0;i<_lemmingsNum;i++){
                _lemmings[i]=createLemming(randomNumber(0,_stageW),randomNumber(0,_stageH),[0,1,2,3,4,5,6,7],_assetsMemoryBank[0],70,randomNumber(0,8),6);
            }
            */
//            addEventListener(Event.ENTER_FRAME, renderDisplay);
            addEventListener ( Event.ENTER_FRAME , RUN ) ;
        }
        
        private function createLemming(x:Number,y:Number,imAr:Array,bmd:BitmapData,spd:uint,im:uint,imW:uint):LemmingSprite
        {
            var p:LemmingSprite=new LemmingSprite();
            setProps(p, {x:x,y:y,imAr:imAr,imArL:imAr.length,bmd:bmd,spd:spd,ti:getTimer(),im:im,imW:imW,imH:bmd.height});
            return( p );
        }

        private function randomNumber(low:uint, high:uint):uint{
            return Math.round(Math.random() * (high - low) + low);
        }
        
        public function Main():void {
            
            addChild ( new Bitmap ( _CANVAS ) ) ;
            
            _B0 = new PushButton ( this,  10 , 20, "ERASE" ) ;
            _B1 = new PushButton ( this, 120 , 20, "WALL" ) ;
            _B2 = new PushButton ( this, 230 , 20, "SAND" ) ;
            _B3 = new PushButton ( this, 340 , 20, "WATER" ) ;
            _B1.enabled = false ;
            
            
            _B0.addEventListener ( MouseEvent.CLICK , function ():void { _COLOR = 0x000000 ; _B0.enabled = false ; _B1.enabled = true  ; _B2.enabled = true  ; _B3.enabled = true  ; } ) ;
            _B1.addEventListener ( MouseEvent.CLICK , function ():void { _COLOR = 0x836034 ; _B0.enabled = true  ; _B1.enabled = false ; _B2.enabled = true  ; _B3.enabled = true  ; } ) ;
            _B2.addEventListener ( MouseEvent.CLICK , function ():void { _COLOR = 0xF7E779 ; _B0.enabled = true  ; _B1.enabled = true  ; _B2.enabled = false ; _B3.enabled = true  ; } ) ;
            _B3.addEventListener ( MouseEvent.CLICK , function ():void { _COLOR = 0x80A2F0 ; _B0.enabled = true  ; _B1.enabled = true  ; _B2.enabled = true  ; _B3.enabled = false ; } ) ;
           
            stage.addEventListener ( MouseEvent.MOUSE_DOWN , function ():void { _CLICK = true ; } ) ;
            stage.addEventListener ( MouseEvent.MOUSE_UP   , function ():void { _CLICK = false; } ) ;
            
            prepareAsset(0);
        }
        
        
        
        
        public function RUN ( e:Event ):void {
            
            _CANVAS.lock() ;
            
            ////////////////////////////////////
            for ( var I:int = 200 ; I < 250 ; ++ I ) {
                
                if ( Math.random() < .1 ) {
                    // TODO Lの生成
//                    _CANVAS.setPixel ( I , 60 , 0xF7E779 ) ;
                }
                
            }
            
            ////////////////////////////////////
            if ( _CLICK && 60 < mouseY && 60 < _BY ) {
                
                for ( var J:int = 0 ; J < 20 ; ++ J ) {
                    var R:Number = J / 20 ;
                    _CANVAS.fillRect ( new Rectangle ( _BX * R + mouseX * ( 1 - R ) , _BY * R + mouseY * ( 1 - R ) , 5 , 5 ) , _COLOR ) ;
                }
                
            }
            _BX = mouseX ;
            _BY = mouseY ;
            
            ////////////////////////////////////
            for ( var X:int = 0 ; X < _CANVAS.width ; ++ X ) {
                
                for ( var Y:int = _CANVAS.height - 1 ; Y >= 0 ; -- Y ) {
                    
                    var C:uint = _CANVAS.getPixel ( X , Y ) ;
                    if ( C == 0 ) {
                        continue ;
                    }
                    
                    // TODO C == 1 右向き
                    if ( C == 1 ) {
                        {//落下
                            T = _CANVAS.getPixel ( X , Y + 1 ) ;
                            if ( T == 0 ) {
                                _CANVAS.setPixel ( X , Y     , T ) ;
                                _CANVAS.setPixel ( X , Y + 1 , C ) ;
                                continue ;
                            }
                        }
                    }
                    
                    // TODO C == 2 左向き
                    if ( C == 2 ) {
                        {//落下
                            T = _CANVAS.getPixel ( X , Y + 1 ) ;
                            if ( T == 0 ) {
                                _CANVAS.setPixel ( X , Y     , T ) ;
                                _CANVAS.setPixel ( X , Y + 1 , C ) ;
                                continue ;
                            }
                        }
                    }
                    
                    if ( C == 0xF7E779 ) {
                        
                        var T:uint ;
                        var TX:int ;
                        
                        {//落下
                            T = _CANVAS.getPixel ( X , Y + 1 ) ;
                            if ( T == 0 ) {
                                _CANVAS.setPixel ( X , Y     , T ) ;
                                _CANVAS.setPixel ( X , Y + 1 , C ) ;
                                continue ;
                            }
                            
                            //水より砂の方が重い,適当な確率で場所の置換を許す。
                            if ( T == 0x80A2F0 && Math.random() < .5 ) {
                                _CANVAS.setPixel ( X , Y     , T ) ;
                                _CANVAS.setPixel ( X , Y + 1 , C ) ;
                                continue ;
                            }
                        }
                        
                        {//左右移動
                            TX = X + Math.floor ( Math.random() * 7 ) - 3 ;
                            T = _CANVAS.getPixel ( TX , Y ) ;
                            if ( T == 0 ) {
                                _CANVAS.setPixel (  X , Y , T ) ;
                                _CANVAS.setPixel ( TX , Y , C ) ;
                                continue ;
                            }
                            
                            //水より砂の方が重い,適当な確率で場所の置換を許す。
                            if ( T == 0x80A2F0 && Math.random() < .8 ) {
                                _CANVAS.setPixel (  X , Y , T ) ;
                                _CANVAS.setPixel ( TX , Y , C ) ;
                                continue ;
                            }
                        }
                        
                    }
                    
                    if ( C == 0x80A2F0 ) {
                        
                        {//落下
                            T = _CANVAS.getPixel ( X , Y + 1 ) ;
                            if ( T == 0 ) {
                                _CANVAS.setPixel ( X , Y     , T ) ;
                                _CANVAS.setPixel ( X , Y + 1 , C ) ;
                                continue ;
                            }
                        }
                        
                        {//左右移動
                            TX = X + Math.floor ( Math.random() * 7 ) - 3 ;
                            T = _CANVAS.getPixel ( TX , Y ) ;
                            if ( T == 0 ) {
                                _CANVAS.setPixel (  X , Y , T ) ;
                                _CANVAS.setPixel ( TX , Y , C ) ;
                                continue ;
                            }
                        }

                    }
                    
                }
                
            }
            
            
            _CANVAS.unlock() ;
            
        }
        
    }
    
}

import flash.display.BitmapData;
class LemmingSprite {
    public var x:Number;//x
    public var y:Number;//y
    public var imAr:Array;//frames array
    public var imArL:uint;//number of frames
    public var bmd:BitmapData;//bitmapData reference
    public var spd:uint;//frequence in ms of animation
    public var ti:uint;//inner time
    public var im:uint;//current frame counter
    public var imW:uint;//width for subdivision
    public var imH:uint;//height for subdivision
}