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

Rainbow Breaker 2.0

Updated Version of Rainbow BlockBreaker with some extra functionality
/**
 * Copyright scottman.gibbs ( http://wonderfl.net/user/scottman.gibbs )
 * MIT License ( http://www.opensource.org/licenses/mit-license.php )
 * Downloaded from: http://wonderfl.net/c/dZf5
 */

// Updated Version of Rainbow BlockBreaker with some extra functionality
package 
{
    import flash.utils.clearInterval;
    import flash.utils.setInterval;
    import flash.display.Bitmap;
    import flash.display.BitmapData;
    import flash.display.Sprite;
    import flash.events.Event;
    import flash.events.MouseEvent;
    import flash.geom.ColorTransform;
    import flash.geom.Matrix;
    import flash.geom.Rectangle;
    import flash.text.TextField;
    import flash.text.TextFieldAutoSize;
    import net.hires.debug.Stats;
    
    [SWF(width = "800", height = "500", frameRate = "30")]
    public class BlockBreaker extends Sprite 
    {
        private static const HEIGHT:Number = 500;
        private static const WIDTH:Number = 800;
        private var _canvas:BitmapData;
        private var _blocks:Blocks;
        private var _fallBlocks:Vector.<Particle>;
        private var _balls:Vector.<Particle>;
        private var _bar:Bitmap;
        private static const SPEED:Number = 7;
        private var ID:Number;
        
        public function BlockBreaker()
        {
            _canvas = new BitmapData(WIDTH, HEIGHT,false,0x000000);
            addChild(new Bitmap(_canvas));
            
            _blocks = new Blocks(WIDTH, 100);
            
            _fallBlocks = new Vector.<Particle>();
            
            var b:BitmapData = new BitmapData(50, 10, false, 0x00FF00);
            addChild(_bar = new Bitmap(b));
            _bar.y = HEIGHT - 50;
            var _ball:Particle = new Particle(WIDTH/2, HEIGHT/2);
            _ball.vx = Math.random()*(2*Math.round(Math.random())-1)*SPEED;
            _ball.vy = -Math.random() *SPEED -1;
            _ball.color = Math.floor(Math.random()*0xFFFFFF);
            
            _balls = new Vector.<Particle>();
            _balls.push(_ball);
            
            
            stage.addEventListener(MouseEvent.MOUSE_DOWN, mouseDown);
            stage.addEventListener(MouseEvent.MOUSE_UP, mouseUp);
            addEventListener(Event.ENTER_FRAME, update);
        }
        
        private function mouseDown(e:MouseEvent):void {
            if(counter()) {
                mouseSpray();
                ID = setInterval(mouseSpray, 50);
            }
        }

        private function mouseUp(e:MouseEvent):void {
            clearInterval(ID);
        }

        private function mouseClick(e:MouseEvent):void {
            var _ball:Particle = new Particle(_bar.x + _bar.width/2, _bar.y);
            _ball.vx = Math.random()*(2*Math.round(Math.random())-1)*SPEED;
            _ball.vy = -Math.random()*2*SPEED -1;
            _ball.color = Math.floor(Math.random()*0xFFFFFF);
            _balls.push(_ball);
        }
        
        private function mouseSpray():void {
            for(var i:int = _bar.x; i <= _bar.x + _bar.width; i++) {
            var _ball:Particle = new Particle(i, _bar.y);
            _ball.vx = Math.random()*(2*Math.round(Math.random())-1)*SPEED;
            _ball.vy = -Math.random()*2*SPEED -1;
            _ball.color = Math.floor(Math.random()*0xFFFFFF);
            _balls.push(_ball);
            }
        }
        
        private function counter():Boolean {
            var count:int = 0;
            for each(var ball:Particle in _balls) {
                count++;
                if(count > 0) {
                    return false;
                }
            }
            for each(var ball:Particle in _fallBlocks) {
                count++;
                if(count > 0) {
                    return false;
                }
            }
            return true;
        }
        
        private function update(e:Event):void
        {
            _canvas.lock();
            _canvas.colorTransform(_canvas.rect, new ColorTransform (0.9, 0.5, 0.9));
            
            for each(var block:Particle in _blocks.values)
            {
                if (block)
                {
                    _canvas.setPixel(block.x, block.y, block.color);
                }
            }
            var removeBalls:Vector.<Particle> = new Vector.<Particle>();
             for each(var ball:Particle in _balls)
             {
                var bvx:Number = ball.vx;
                var bvy:Number = ball.vy;
                var bspeed:Number = Math.sqrt(bvx * bvx + bvy * bvy);
                var bradius:Number = Math.atan2(bvy, bvx);
                for (var i:int = 0; i < bspeed;i++)
                {
                    ball.vy += 0.01;
                    ball.x += ball.vx/bspeed;
                    ball.y += ball.vy/bspeed;
                    var hitParticle:Particle = _blocks.getParticle(ball.x, ball.y);
                    if(hitParticle)
                    {
                        var removedP:Particle = _blocks.removeParticle(ball.x, ball.y);
                        removedP.vx = Math.random()*ball.vx;
                        removedP.vy = 1;
                        removedP.color = hitParticle.color;
                        _fallBlocks.push(removedP);
                        ball.vy = -ball.vy;
                    }
                    
                    if ((ball.x < 0 && ball.vx < 0) || (ball.x > WIDTH && ball.vx > 0))
                    {
                        ball.vx = -ball.vx;
                    }
                    if (ball.y < 0 && ball.vy < 0)
                    {
                        ball.vy = -ball.vy;
                    }
                    if (ball.y > HEIGHT)
                    {
                        removeBalls.push(ball);
                    }
                    if (_bar.hitTestPoint(ball.x, ball.y))
                    {
                        ball.vy = -1.3*Math.abs(ball.vy);
                    }
                    ball.vy = Math.max(-20,ball.vy);
                    _canvas.setPixel(ball.x, ball.y, ball.color);
                }
            }
            removeBalls.forEach(function(b:Particle, ...args):void {
                var index:int = _balls.indexOf(b);
                if (index != -1)
                {
                    _balls.splice(index, 1);
                }
            });
            
            var removeFallBs:Vector.<Particle> = new Vector.<Particle>();
            _fallBlocks.forEach(function(fallP:Particle, ...args):void {
                fallP.vy += 0.1;
                fallP.x += fallP.vx;
                fallP.y += fallP.vy;
                _canvas.setPixel(fallP.x, fallP.y, fallP.color);
                if (_bar.hitTestPoint(fallP.x,fallP.y))
                {
                    var newball:Particle = new Particle(fallP.x,fallP.y);
                    if(fallP.vx > 0) {
                        newball.vx = Math.random() * SPEED;
                    } else {
                        newball.vx = Math.random() * -SPEED;
                    }

                    newball.vy = Math.random() * SPEED + 1;
                    newball.color = fallP.color;
                    _balls.push(newball);
                    removeFallBs.push(fallP);
                }else if ((fallP.x < 0 && fallP.vx < 0) || (fallP.x > WIDTH && fallP.vx > 0))
                    {

                        fallP.vx = -fallP.vx;

                    }
                else if (fallP.y > HEIGHT)
                {
                    removeFallBs.push(fallP);
                }
            });
            
            removeFallBs.forEach(function(b:Particle,...args):void{
                var index:int = _fallBlocks.indexOf(b);
                if (index != -1)
                {
                    _fallBlocks.splice(index, 1);
                }
            });
            _bar.x = stage.mouseX - _bar.width/2;
            
            _canvas.unlock();
        }
    }
}
import frocessing.color.ColorHSV;
class Blocks
{
    public function get count():int { return _count;}
    private var _count:int;
    public function get width():Number { return _width; }
    private var _width:Number;
    public function get height():Number { return _height; }
    private var _height:Number;
    public var values:Vector.<Particle>;
    function Blocks(width:Number,height:Number)
    {
        _width = width;
        _height = height;
        _count = width * height;
        values = new Vector.<Particle>(width * height, false);
        var c:ColorHSV = new ColorHSV();
        for (var i:int = 0; i < _width; i++)
        {
            c.h = 360 * i / _width;
            for (var j:int = 0 ; j < _height; j++ )
            {
                var p:Particle = new Particle(i, j);
                p.color = c.value;
                values[i + j * _width] = p;
            }
        }
    }
    public function getParticle(x:int, y:int):Particle
    {
        var index:int = x + y * _width;
        if (index >= values.length || index < 0)
        {
            return null;
        }
        return values[x + y * _width];
    }
    public function removeParticle(x:int, y:int):Particle
    {
        var p:Particle = values[x + y * _width];
        if (p)
        {
            _count--;
            values[x + y * _width] = undefined;
        }
        return p;
    }
}
class Particle
{
    public var x:Number;
    public var y:Number;
    public var vx:Number = 0;
    public var vy:Number = 0;
    public var color:uint;
    public function Particle(x:Number=0,y:Number=0 )
    {
        this.x = x;
        this.y = y;
    }
}