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

forked from: Cloth balls

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by taka_milk 02 Apr 2009
// forked from spikything's Cloth balls
package {

    import flash.display.Sprite;
    import flash.events.Event;
    
    [SWF(backgroundColor=0)]
    public class Main extends Sprite {
        
        private var sprites:Array;
	private var gridsize:int = 40;
	private var spacing:Number = 5;
	private var amplitude:Number = 6;
	private var frequency:Number;
	private var phase:Number = 0;
	private var ticker:int = 0;
        
        public function Main() {
            sprites = new Array();
            var sprite:Sprite;
            for (var i:int = 0; i < gridsize; i++) {
                sprites[i] = new Array();
                for (var j:int = 0; j < gridsize; j++) {
                    sprite = new Sprite();
		    //sprite.cacheAsBitmap = true;
                    sprite.graphics.beginFill(0x666666);
                    sprite.graphics.drawCircle(0, 0, 4);
		    sprite.graphics.endFill();
                    sprite.graphics.beginFill(0x999999);
                    sprite.graphics.drawCircle(-1, -1, 3);
		    sprite.graphics.endFill();
                    sprite.graphics.beginFill(0xffffff);
                    sprite.graphics.drawCircle(-2, -2, 1);
		    sprite.graphics.endFill();
                    sprites[i][j] = sprite;
                    addChild(sprite);
                }
            }
            addEventListener(Event.ENTER_FRAME, update);
        }
		
	private function update(e:Event):void {
	    ticker++;
	    phase = ticker * .7;
	    frequency = .2 + Math.sin(ticker/50)/20;
            var sprite:Sprite;
	    var offset:Number;
	    var sini:Number;
            for (var i:int = 0; i < gridsize; i++) {
		sini = Math.sin((i + phase) * frequency);
                for (var j:int = 0; j < gridsize; j++) {
		    sprite = sprites[i][j] as Sprite;
		    offset = sini * amplitude + Math.cos((j+phase)*frequency) * amplitude;
		    sprite.x = 220 + i*spacing - j*spacing;
		    sprite.y = 50 + j*spacing*.5 + i*spacing*.5 + offset;
                }
            }
	}
        
    }
}