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

flash on 2013-11-20

followup to:
http://wonderfl.net/c/jySU
http://wonderfl.net/c/n5Ja
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by mutantleg 20 Nov 2013
/**
 * Copyright mutantleg ( http://wonderfl.net/user/mutantleg )
 * MIT License ( http://www.opensource.org/licenses/mit-license.php )
 * Downloaded from: http://wonderfl.net/c/g3Fr
 */

package {
    import flash.events.MouseEvent;
    import flash.text.TextField;
    import flash.events.Event;
    import flash.display.Sprite;
    public class FlashTest extends Sprite {
        public function FlashTest() {
  
            deb = new TextField();
            deb.mouseEnabled = false;
            deb.width = 320;
            deb.height = 240;
            addChild(deb);
            
            myShape = new xShape();
            myShape.cx = 200;
            myShape.cy = 200;
            
            stage.addEventListener(MouseEvent.MOUSE_DOWN, mdown);
            stage.addEventListener(Event.ENTER_FRAME, onEnter);
        }//ctor
        
        public function mdown(e:MouseEvent):void
        {
            myShape.genShape();
        }//mdown
   
         public var myShape:xShape;
          public var deb:TextField;
 
         public var dir:int = 0;
 
        public function onEnter(e:Event):void
        {
            graphics.clear();
            
            var mx:Number;
            var my:Number;
            
            mx = stage.mouseX;
            my = stage.mouseY;
            
            //myShape.cx = 200;
           // myShape.cy = 200;
            graphics.lineStyle(2, 0);
            myShape.drawShape(graphics, 0);
            
            graphics.drawCircle(mx,my,4);


            if (dir == 0)
            { myShape.cx += 1; }
            else { myShape.cx -= 1;}
            
            if (myShape.cx > 300) { dir = 1;}
            else if (myShape.cx < 100) { dir = 0;}
 

           
            myShape.roll += 0.01;
            
            
            if (myShape.isPointInside(mx,my))
            { 
                  myShape.drawShape(graphics, 0xFF0000);
            }
           
           // deb.text = " " + myShape.vecLine.length;
           
        }//onenter
       
    }//classend
}
import flash.display.Graphics;

internal class xShape
{
  public var vecLine:Vector.<xLine>;
    
  public var cx:Number = 0;
  public var cy:Number = 0;
  public var roll:Number = 0;
  
  public function xShape()
  { 
      genShape(); 
  }//ctor

  //see  http://wonderfl.net/c/n5Ja
  //for readable version
  public function isPointInside(kx:Number, ky:Number):Boolean
  {
     var a:xLine;     var i:int;         var num:int;
     var w:int;       var wz:Number;     var ax:Number;
     var ay:Number;   var bx:Number;     var by:Number;
     var kx:Number; var ky:Number;
     var c:uint;
     var ca:Number; var sa:Number;
     var px:Number; var py:Number;
     
     //transform point to the shape's space
     kx -= cx;
     ky -= cy;
     ca = Math.cos(-roll);
     sa = Math.sin(-roll);
     px = ca*kx - sa*ky;
     py = sa*kx + ca*ky;
     
     
       w = 0;       
       num = vecLine.length;       
       for (i = 0; i < num; i++)
       {
           a = vecLine[i];                   
           if (a.y0 <= py && a.y1 <= py) { continue; }
           if (a.y0 > py && a.y1 > py) { continue; }           
           //which side of the line we are on?
           //(using cross product)              
           ax = px - a.x0;           ay = py - a.y0;
           bx = a.x1 - a.x0;           by = a.y1 - a.y0; 
           wz = (ax*by)-(ay*bx);     
           if (wz > 0) { c = 0x0000FF; w+= 1;}
           else if (wz < 0) { c = 0xFF0000; w -= 1;}       
       }//nexti      
      return (w != 0);
  }//ispointin
  
  public function drawShape(g:Graphics, c:uint=0):void
  {
     var i:int; var num:int; var a:xLine;
     var rx:Number;
     var ry:Number;
     var ca:Number;
     var sa:Number;
     
     ca = Math.cos(roll);
     sa = Math.sin(roll);
     
     g.beginFill(c,0.5);
     //g.lineStyle();
     num = vecLine.length;
     for (i = 0; i < num; i++)
     {
       a = vecLine[i];
          if (i == 0)
         {
           rx = a.x0*ca - a.y0*sa+cx;
           ry = a.x0*sa + a.y0*ca+cy;  
             
          g.moveTo(rx, ry);
          
           rx = a.x1*ca - a.y1*sa+cx;
           ry = a.x1*sa + a.y1*ca+cy;  
          
          g.lineTo(rx, ry);
         }
         else
         { 
           rx = a.x1*ca - a.y1*sa+cx;
           ry = a.x1*sa + a.y1*ca+cy;          
           g.lineTo(rx, ry);
        
           //g.lineTo(a.x1+cx, a.y1+cy);
         
         }//endif
              
     }//nexti
     /*a = vecLine[0];
     
     rx = a.x0*ca - a.y0*sa+cx;
     ry = a.x0*sa + a.y0*ca+cy;  
      
     g.lineTo(a.x0+cx, a.y0+cy);    
      */   
     g.endFill();
  }//drawshape
    
    
         
 public function genShape():void
 {           
     vecLine = new Vector.<xLine>(0,false);
     
     var ang:Number;
     var kx:Number;     var ky:Number;
     var px:Number;     var py:Number;
     var d:Number;
     var nx:Number;     var ny:Number;
     var mag:Number;
     px = 0; py = 0;
     for (ang = 0; ang < 6.28; ang+=0.5)
     {
         d = (Math.random()*60 + 30);

         kx = Math.cos(ang) * d;
         ky = Math.sin(ang) * d;
         
         if (ang == 0) { px =kx; py= ky; continue; }
         
         vecLine.push(new xLine(px,py,kx,ky) );
        
         nx = -(py - ky);
         ny = px - kx;
         mag = Math.sqrt(nx*nx+ny*ny);
         if (mag == 0) { mag =0.00001;}
         nx /= mag;         ny /= mag;
         px = kx;         py = ky;
     }//nextang
     
     vecLine.push(new xLine(kx,ky,vecLine[0].x0,vecLine[0].y0));
       
 }//genshape
         
    
}//xshape



internal class xLine
{
    public var x0:Number = 0;
    public var y0:Number = 0;
    public var x1:Number = 0;
    public var y1:Number = 0;
    
    public function xLine(ax:Number,ay:Number, bx:Number, by:Number):void
    {
        x0 = ax; y0 = ay;  x1 = bx; y1 = by;
        
        //calc normal (and midpoint) only needed for debugging
        var mag:Number;
        nx = -(y0 - y1);
        ny = (x0 - x1);
        mag = Math.sqrt(nx*nx+ny*ny);
        if (mag == 0) { mag = 0.00001;}
        nx /= mag;
        ny /= mag;
        cx = x0 +(x1-x0)*0.5;
        cy = y0 +(y1-y0)*0.5;
    }//xline
    
    public var cx:Number = 0;
    public var cy:Number = 0;
    public var nx:Number = 0;
    public var ny:Number = 0;
    
    
    
}//xline