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

forked from: Avoid the Mouse

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by Extra 22 Sep 2011
// forked from Tomas1080's Avoid the Mouse
package {
    import flash.display.Sprite;
    import flash.display.Bitmap;
    import flash.display.Loader;
    import flash.display.LoaderInfo;
    import flash.net.URLRequest;
    import flash.system.Security;
    import flash.events.Event;
    import flash.geom.Rectangle;
    import flash.geom.Matrix;
    import flash.display.GradientType;
    import flash.display.SpreadMethod;
    import flash.display.InterpolationMethod;

    [SWF(backgroundColor="#000000", width="465", height="465", frameRate="30")]

    public class Main extends Sprite {
        private var loader:Loader;
        private static var basePath:String = "http://png.altervista.org/";
        private static var filePath:String = "render-de-yahiko.png";
        private var content:Bitmap;
        private static var sw:uint = 465;
        private static var sh:uint = 465;
        private static var tw:uint = 400;
        private static var th:uint = 400;
        private var escapeDot:EscapeDot;

        public function Main() {
            //Wonderfl.capture_delay(4);
            init();
        }

        private function init():void {
            draw(sw, sh);
            Security.allowDomain("www.png.altervista.org");
            Security.loadPolicyFile("http://png.altervista.org/crossdomain.xml");
            loader = new Loader();
            loader.contentLoaderInfo.addEventListener(Event.INIT, initialize, false, 0, true);
            loader.contentLoaderInfo.addEventListener(Event.COMPLETE, complete, false, 0, true);
            try {
                loader.load(new URLRequest(basePath + filePath));
            } catch (err:Error) {
                trace(err.message);
            }
            var rect:Rectangle = new Rectangle(0, 0, sw, sh);
            escapeDot = new EscapeDot(rect);
            addChild(escapeDot);
        }
        private function initialize(evt:Event):void {
            content = Bitmap(loader.content);
            content.x = uint((sw - tw)/2);
            content.y = uint((sh - th)/2);
            content.smoothing = true;
            //addChild(content);
            escapeDot.setTarget(content);
            escapeDot.start();
        }
        private function complete(evt:Event):void {
            loader.contentLoaderInfo.removeEventListener(Event.INIT, initialize);
            loader.contentLoaderInfo.removeEventListener(Event.COMPLETE, complete);
        }
        private function draw(w:uint, h:uint):void {
            var colors:Array = [0x00AAE4, 0x0069A0];
            var alphas:Array = [1, 1];
            var ratios:Array = [0, 255];
            var matrix:Matrix = new Matrix();
            matrix.createGradientBox(w*1.5, h*1.5, 0, -w*0.25, -h*0.25);
            graphics.beginGradientFill(GradientType.RADIAL, colors, alphas, ratios, matrix, SpreadMethod.PAD, InterpolationMethod.RGB, 0);
            graphics.drawRect(0, 0, w, h);
            graphics.endFill();
        }

    }

}


// EscapeDot class
import flash.display.Sprite;
import flash.display.Bitmap;
import flash.display.BitmapData;
import flash.geom.Rectangle;
import flash.events.Event;

class EscapeDot extends Sprite {
    private var rect:Rectangle;
    private static var tw:uint = 400;
    private static var th:uint = 400;
    private static var accuracy:uint = 2;
    private var detection:DetectDot;
    private var target:Bitmap;
    private var area:Rectangle;
    //private static var threshold:uint = 0x80FFFFFF;
    private static var threshold:uint = 0x00FFFFFF;
    private var map:Array;
    private var dots:Array;
    private var canvas:BitmapData;
    private static var radius:uint = 150;
    private static var acceleration:Number = 0.1;
    private static var deceleration:Number = 0.2;

    public function EscapeDot(r:Rectangle) {
        rect = r;
        init();
    }

    private function init():void {
        detection = new DetectDot(accuracy);
        canvas = new BitmapData(rect.width, rect.height, true, 0x00000000);
        var bitmap:Bitmap = new Bitmap(canvas);
        bitmap.x = rect.x;
        bitmap.y = rect.y;
        addChild(bitmap);
    }
    public function setTarget(t:Bitmap):void {
        target = t;
        area = new Rectangle(0, 0, tw, th);
        detection.search(target, area, threshold);
        map = detection.pixels();
        createDots();
    }
    private function createDots():void {
        dots = new Array();
        for (var n:uint = 0; n < map.length; n++) {
            var dw:uint = uint(tw + target.x*2);
            var dh:uint = uint(th + target.y*2);
            var tx:uint = map[n].point.x + target.x + accuracy/2;
            var ty:uint = map[n].point.y + target.y + accuracy/2;
            var dot:Dot = new Dot(tx, ty);
            dot.id = n;
            dot.x = Math.floor(Math.random()*dw);
            dot.y = Math.floor(Math.random()*dh);
            dot.color = map[n].color;
            dots.push(dot);
        }
    }
    public function start():void {
        addEventListener(Event.ENTER_FRAME, draw, false, 0, true);
    }
    public function stop():void {
        removeEventListener(Event.ENTER_FRAME, draw);
    }
    private function draw(evt:Event):void {
        canvas.lock();
        canvas.fillRect(canvas.rect, 0x00000000);
        for (var n:uint = 0; n < dots.length; n++) {
            var dot:Dot = dots[n];
            var angle:Number = Math.atan2(dot.y - mouseY, dot.x - mouseX);
            var distance:Number = Math.sqrt(Math.pow(mouseX - dot.x, 2) + Math.pow(mouseY - dot.y, 2));
            var circle:Number = radius/distance;
            if (distance < 50) {
                dot.x += circle*Math.cos(angle) + (dot.tx - dot.x)*acceleration;
                dot.y += circle*Math.sin(angle) + (dot.ty - dot.y)*acceleration;
            } else {
                dot.x += (dot.tx - dot.x)*deceleration;
                dot.y += (dot.ty - dot.y)*deceleration;
                if (Math.abs(dot.tx - dot.x) < 0.5 && Math.abs(dot.ty - dot.y) < 0.5) {
                    dot.x = dot.tx;
                    dot.y = dot.ty;
                }
            }
            //canvas.setPixel32(dot.x, dot.y, 0xFFFFFFFF);
            canvas.setPixel32(dot.x, dot.y, dot.color);
        }
        canvas.unlock();
    }

}


// DetectDot class
import flash.display.Sprite;
import flash.display.BitmapData;
import flash.geom.Rectangle;
import flash.geom.Point;
import flash.geom.Matrix;
import flash.display.Bitmap;

class DetectDot extends Sprite {
    private var target:Bitmap;
    private var rect:Rectangle;
    private var map:BitmapData;
    private var mapList:Array;
    private var accuracy:uint;
    private var threshold:uint = 0x80FFFFFF;

    public function DetectDot(a:uint = 1) {
        accuracy = a;
    }

    public function search(t:Bitmap, r:Rectangle, th:uint = 0x80FFFFFF):void {
        target = t;
        rect = r;
        threshold = th;
        var w:uint = rect.width/accuracy;
        var h:uint = rect.height/accuracy;
        detect(w, h);
    }
    private function detect(w:uint, h:uint):void {
        map = new BitmapData(w, h, true, 0x00000000);
        var matrix:Matrix = new Matrix();
        matrix.scale(1/accuracy, 1/accuracy);
        map.lock();
        map.draw(target, matrix);
        map.unlock();
        mapList = new Array();
        for (var x:uint = 0; x < w; x++) {
            for (var y:uint = 0; y < h; y++) {
                var color:uint = map.getPixel32(x, y);
                if (color >= threshold) {
                    var px:int = x*accuracy + rect.x;
                    var py:int = y*accuracy + rect.y;
                    var point:Point = new Point(px, py);
                    mapList.push({point: point, color: color});
                }
            }
        }
    }
    public function pixels():Array {
        return mapList;
    }

}


// Dot Class
class Dot {
    public var id:uint;
    public var x:Number = 0;
    public var y:Number = 0;
    public var tx:Number = 0;
    public var ty:Number = 0;
    public var color:uint = 0x00000000;

    public function Dot(px:Number, py:Number) {
        tx = px;
        ty = py;
    }

}