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

facebook one forked from: Snakeheads

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by Andy.Huber 17 May 2014
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/**
 * Copyright Andy.Huber ( http://wonderfl.net/user/Andy.Huber )
 * MIT License ( http://www.opensource.org/licenses/mit-license.php )
 * Downloaded from: http://wonderfl.net/c/iExA
 */

// forked from Andy.Huber's Snakeheads




// forked from Andy.Huber's forked from: The Simulation Universe.....Click on left side to randomize, right side to show imaginary part 
// forked from Andy.Huber's The Simulation Universe.....Click on left side to randomize, right side to show imaginary part 
// forked from Andy.Huber's faster :d The Simulation Universe, part II
// forked from teeandy's forked from: forked from: The Simulation Universe, part II
// forked from teeandy's forked from: The Simulation Universe, part II
// forked from teeandy's The Simulation Universe, part II
// forked from teeandy's The Simulation Universe



// final version November 2012
// AndyHubers@aol.com
// This work is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License. To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-sa/3.0/.

// To understand the whole simulation script there are some books
// about: Martin Bojowald,... and other aouthors

 
 
// Running package :d
// Commends made in November 2012

// adding menu in second part of November 2012 :d


 package {

// some stuff to get it run in a browser
    import flash.display.Graphics;
// inserted in November 2012
     import flash.text.TextField;
    import flash.text.TextFormat;
    import flash.display.Sprite;
// end instertiong
    
    import flash.events.Event;
    import flash.display.Sprite;
    import flash.events.MouseEvent;
    
    [SWF(width="400", height="410", frameRate="30", backgroundColor="0x000000")]


           
  
    public class Main extends Sprite
    
     {
        
        // inserted in November 2012
            public var thisSprite:Sprite;
         public var spr:Sprite;
    // end inserting

        public var runtimeS:Boolean=false;        // 0 to initializy all parameters than 1 at run
        public var onePart:Array;                // to compare with the others
        public var array:int=0;
        public var bootSystem:Boolean = false;    // true to randomice
                                                // false go
        public var flag:Number = 0;    // 0 Beginn
                                        // 1 Randomvalues setting
                                        // 2 Gravity go
        public var diffColor:int= 0xFF33CC;        // used for funny colors
                     
                                        
        public var realImag:Boolean=true;    // true, mit Imaginaeren Teil
                                        // false, only real part
        public var gUniverse:int=4;        // 4
        public var percentImag:int=0.8;
        public var imagUniverse:int=2;
        public var sizeOf:Number=3;            // to get visible on the screen
        public var sizeImag:Number=9;        // return value of a function
        public var gSchuim:int=1;        // can be :D differen
         public var Elements:int=80;    // Amount of gravitons and imaginaer Unions
        public var maxVelocity:int=700;    // beginning speed 
        public var screen:int=40000;
        public var visualScreen:int=400;
       
       public var centerx:Array        // to save the black materie posisions
       public var centery:Array;        // ... normally less
       public var imagReaction:int = 4000;    // screen/visualScreen/sizeImag
       public var showReaction:Boolean=false;       
        public var version:Boolean=true;    // different interpretations
       public var infoMenuOn:Boolean=true;    // shows the menu on the screen
       
       
      // only initialisys all variables and ends afterward
      // the simulation runs in an eventlistener!
      // ...that was verry impressive for me... 
      // the whole running is in an eventlistener :d
        public function Main():void {
        
                centerx = [];
                centery = [];
                  onePart = [];
                  imagReaction = screen/visualScreen*sizeImag*gUniverse/imagUniverse;
                                  // maby got chached by a mobile screensaver
            var verrynewboxx:int;    // hm
            var verrynewboxy:int;
          var verrynewx:int;    // hm
                var verrynewy:int;
                // Schuim the same? no :D
   // 
               // var newboxx:int = Math.random() % 24;    // hm
              //  var newboxy:int = Math.random() % 24;
                var verryv:int;    // hm
                var verrya:int;    // 2*pi
                          
                var newbie:light;    // one dot
     
            // random new possisions for all Elements
            for(var ji:int=0; ji<Elements; ji++){
               // centerx.push(Math.random() * screen );
                centerx[ji] = (Math.random() * screen );
                array++
            }array=0;
           for(ji=0; ji<Elements; ji++){
                //centery.push(Math.random() * screen );
                centery[ji] = (Math.random() * screen );
                array++
            }array=0;

// November 2012
            thisSprite = this;
            
              // random new possisions for the imaginaer part            
             for(ji=0; ji<Elements; ji++){
                verrynewx = Math.random() * screen;    // hm
               verrynewy = Math.random() * screen;
                // Schuim the same? no :D
   // 
               // var newboxx:int = Math.random() % 24;    // hm
              //  var newboxy:int = Math.random() % 24;
                verryv = Math.random() * maxVelocity;    // hm0                verrya = Math.random() * Math.PI;    // 2*pi
                verrya = 2*Math.PI * Math.random() ;          

                verrynewboxx = Math.random() * screen;    // hm
                verrynewboxy = Math.random() * screen;
                          
                   // calling the dot Class for a new allocation       
                newbie = new light(thisSprite, verrynewx, verrynewy, verryv, verrya, verrynewboxx, verrynewboxy, maxVelocity, screen, screen/visualScreen );
                    // making a indexable array :d               
                onePart.push(newbie);
            
                array++;
                
              bootSystem= true;
              showReaction= true;
           }                 
  




//*********************************
// main running part
// functions: plopi, plop and reMix
// part of the Eventlistener
//**********************************************************************


            // definition of the eventlistener with the name plop
            // nothing
       addEventListener(Event.ENTER_FRAME, plop);    // :D
            stage.addEventListener(MouseEvent.MOUSE_DOWN, onMouseDown);
            stage.addEventListener(MouseEvent.DOUBLE_CLICK, onMouseDoubleClick);
    
     runtimeS = true;
     
     
     // :)  plopi();
       
        }               
        
        // normal simulation run
       public function plopi( ):void
        {
            runtimeS = false;
            var help:Boolean = false;

            // one run for all Elements  
         for(var iss:int=0; iss<Elements; iss++){
              onePart[iss].move();            // set new Realpossition
              setnewVector( iss );    // setting new values interact
              onePart[iss].bing();            // Borderrunners
              if ( onePart[iss].v > maxVelocity /4 ) {
        //            onePart[iss].v = onePart[iss].v -  maxVelocity/100;
              }
              if ( onePart[iss].v < 5 ) {
                  
          //        onePart[iss].v = onePart[iss].v + 1588;
                  onePart[iss].a = 2* Math.PI * Math.random();
              }
    onePart[iss].v = onePart[iss].v - 10;
   
   if ( onePart[iss].a < 0.001 ) {
        onePart[iss].a = 2* Math.PI * Math.random();
   }

              
           // randomized is pressed   
          if ( bootSystem && !help ) {iss =0; help=true;}    
         }
         bootSystem = false;
         runtimeS = true;
     }   
     
 
         // checking function, so that all elements got moved only one time
        public function reMix():void
        {
            var iss:int;

             for( iss =0; iss<Elements && onePart[iss].remix>sizeOf*10; iss++){
                    onePart[iss].remix=0;      
            }
           if(  iss == Elements ) {
            //    bootSystem= true;  
            //    plopi ();
                bootSystem= false;  
           }
        }
        
        
        // eventfunction
        // printing on screen, moving and checking
        public function plop(e:Event):void
        {
            var helperMenu:int = 0;
    
        if ( runtimeS ) {
            

// inserted in November 2012...nice menu :d
      /*      
      //      if ( infoMenuOn ) {

                spr = new Sprite();
            
            var text:TextField = new TextField();
            var texttwo:TextField = new TextField();
            var textth:TextField = new TextField();
            var textv:TextField = new TextField();
            var textmenu:TextField = new TextField();
            var frm:TextFormat = new TextFormat();
        
            helperMenu = 1 ;
            text.text = "more";
            texttwo.text = "do not more";
            textth.text = "speed up";
            textv.text = "slow down";
            textmenu.text = "menu";
            text.x = 20;
            text.y = 250;
            text.width = 80;
            text.height = 20;
            texttwo.x = 20;
            texttwo.y = 380;
            texttwo.width = 80;
            texttwo.height = 20;
            textth.x = 120;
            textth.y = 250;
            textth.width = 80;
            textth.height = 20;
            textv.x = 120;
            textv.y = 380;
            textv.width = 80;
            textv.height = 20;
            textmenu.x = 180;
            textmenu.y = 300;
            textmenu.width = 80;
            textmenu.height = 20;
            text.setTextFormat(frm);
            texttwo.setTextFormat(frm);
            textth.setTextFormat(frm);
            textv.setTextFormat(frm);
            textmenu.setTextFormat(frm);
            spr.addChild(text);
            spr.addChild(texttwo);
            spr.addChild(textth);
            spr.addChild(textv);
           spr.addChild(textmenu);
            spr.buttonMode = false;
           // spr.Name("Menu");
            addChild(spr);      

       //     } else { 

      ////          if ( helperMenu == 1 ) { 
     //  //             sp.removeChild(sp.getChildAt(1) );
        //            removeChild(getChildAt(1));      
         //           removeChild(sp);
       //            helperMenu = 0;                
      //         }
       //       removeChild( spr ); 
          
                     
     //       }
// end inserting :d
*/
             graphics.clear();
             
             for(var iss:int=0; iss<Elements; iss++){
                onePart[iss].show(graphics, diffColor, sizeOf, sizeImag, centerx[iss], centery[iss], imagReaction, showReaction );//Painting
            }
            reMix();
            plopi();

        }     
        }



        
//********************************
//  breaker function
// functions: onMouseDown, onMouseDoubleClick
//**************************  
  
        // There are three different modes to run
        // left screen to rest
        // upper right to show the reaction field
        // lower right to show and activate the imaginaer part        
        public function onMouseDown(e:MouseEvent):void
        {
            if ( flag == 2 ) {
                flag = 3;
            }
            if ( flag == 1 ) {
                flag = 2;
            }
            if ( flag == 0 ) {
                flag = 1;
            }
            for(var i:int=0; i<onePart.length; i++){
                    onePart[i].rflag = flag;
            }
            
// changing amount of dots            
            if (     e.localX < 100 && e.localY > 300 ) {
                  if (Elements > 1 ) {
                    Elements--;
                    onePart.pop();}
            }
            if (     e.localX < 100 && e.localY > 200 && e.localY < 300) {
                onePart.push(new light(thisSprite, Math.random() * screen, Math.random() * screen, Math.random() * maxVelocity, 2*Math.PI * Math.random(), Math.random() * screen, Math.random() * screen, maxVelocity, screen, screen/visualScreen ) );
                Elements++;                
            }
// changing speed :d
            if (     e.localX > 100 && e.localX < 200 && e.localY > 200 && e.localY < 300) {
                maxVelocity = maxVelocity + 10;
            }
            if (     e.localX > 100 && e.localX < 200 && e.localY > 300) {
                if ( maxVelocity > 11 ) {
                maxVelocity = maxVelocity -10; 
                }
            }
            
// changing menu visibilty
            if (     e.localX < 10 ) { // > 150 && e.localX < 250 && e.localY > 150 && e.localY < 250) {
                infoMenuOn = !infoMenuOn
                }


// turning on off visible parts
            if (     e.localX < visualScreen/2 && e.localY < visualScreen/2) {
                    bootSystem= !bootSystem;  
            }
            if (     e.localX < visualScreen/2 && e.localY > visualScreen/2) {
                    version = !version;
            }
            if (     e.localX > visualScreen/2 && e.localY < visualScreen/2 ) {
                    realImag= !realImag;  
                     for(i=0; i<onePart.length; i++){
                        onePart[i].rrealImag = realImag;
                    }
            }
            if (     e.localX > visualScreen/2 && e.localY > visualScreen/2 ) {
                 showReaction = !showReaction;
            }

            
        }
            
            // same breaker like lower right
        public function onMouseDoubleClick(e:MouseEvent):void
        {
            realImag = !realImag;
            for(var i:int=0; i<onePart.length; i++){
                onePart[i].rrealImag = realImag;
            }
        }
        



//***********************
// calculating functions
// functions: setImag, distance, makeGravity, makeGravityArc
//            changeReal, VelocityBing, setnewVector
// all are for shure easier to make for a nice simulation
// to get a real simulation, which fits best the descriptions
// in the book of Martin Bojowald ie. its a bit tricky
// ...also there are a few cuts in the calculation cause of runtime
// and flash is not able to bring correct sollutions
// ie. sin(x) is only up to a double value. So maby thats
// why the dots move to the right side
//***************************************

        // different method to get new values for the Imaginaer part
        // for all Elements.
        // one run through all Elements
        public function setImag ( inDex:int, i:int, diff:int ):void
         {
             
             var helpx:int; helpx = onePart[inDex].bx;
             var helpy:int; helpy = onePart[inDex].by;
             var helpd:int=0;
             var helpa:int=0;
             var savex:int; savex = onePart[inDex].bx;
             var savey:int; savey = onePart[inDex].by;
             
          // first x
        var j:int=1;    // count of imag parts around
         for(var i:int=0; i<Elements; i++){
             
            // as they are inside of the screen
            if ( ( Math.abs( onePart[inDex].bx - onePart[i].posX) < imagReaction ) && ( Math.abs( onePart[inDex].by - onePart[i].posY) < imagReaction ) ) {
                 helpx += onePart[i].posX;
                 helpy += onePart[i].posY;
                ++j;             
             
             }
             
         }
           //hel      
           helpy = helpy/j;        // so there are more possible
                                    // with /Elements only one
           helpd = helpy;
           centery[inDex] = helpy;
           helpa = helpx;
           centerx[inDex] = helpa;
           
           
         helpx = helpx - onePart[inDex].bx;
         helpx = Math.abs( helpx );   
         if ( helpx < 1 ) { helpx = 0; }else{ helpx = imagReaction/helpx; }
  
         helpy = helpy - onePart[inDex].by;
         helpy = Math.abs( helpy );   
         if ( helpy < 1 ) { helpy = 0; }else{ helpy = imagReaction/helpy; }

// calculating all four possibilities
//x
         if (savex > helpa ) 
              {
                  onePart[inDex].bx = savex - helpx;
              }
         else {
                onePart[inDex].bx = savex + helpx; // egg
              }
  //y          
         if (savey > helpd ) 
              {
                  onePart[inDex].by = savey - helpy;
              }
         else {
                onePart[inDex].by = savey + helpy; // egg
              }
              
// style of Interpretation    
// cant be changed right now...
        if ( version ) {
         for(i=0; i<Elements; i++){
         if (i != inDex ){         

            helpa = ( onePart[inDex].by - onePart[i].by )*( onePart[inDex].by - onePart[i].by );
            helpd = onePart[inDex].bx - onePart[i].bx;
            helpd = helpd * helpd;
            helpa = Math.sqrt(helpa);
            helpd = Math.sqrt(helpd);
            if ( (helpa < sizeImag) && (helpd < sizeImag) ){
                  onePart[inDex].bx += sizeImag * (Math.random() - 0.5);
                  onePart[inDex].by += sizeImag * (Math.random() - 0.5);
            }
         } }
         }
         }
         
         
           // returns the way between element i and element inDex           
        public function distance ( inDex:int, i:int ):int {
            
            // sqrt a2 + b2
            // a = i.x minus inDex.x 
            // b = i.y minus inDex.y
               var xhelp:int;
          var yhelp:int;
     
   // diff       
          xhelp = Math.sqrt(( onePart[inDex].posX - onePart[i].posX ) * ( onePart[inDex].posX - onePart[i].posX ) );
          yhelp = Math.sqrt( ( onePart[inDex].posY -  onePart[i].posY ) * ( onePart[inDex].posY - onePart[i].posY ) );
          return  Math.sqrt ( xhelp*xhelp + yhelp*yhelp );
       
       //     return Math.sqrt( ( onePart[i].posX - onePart[inDex].posX )*( onePart[i].posX - onePart[inDex].posX  )  +   ( onePart[i].posY - onePart[inDex].posY )*(  onePart[i].posY - onePart[inDex].posY )     );
 
         }



            // calculating and changing the values of the
            // velocity vector of all elements
            // basic is: 1/r*r
        public function makeGravity ( diff:int ):int {
             
             // Mass :D, there are only gravitons
             // * 60 / diff

  /*          if(diff>100){
                diff = 1;
               diffColor = Math.random()*0xFF33CC;
             return 0;
                }      
            return  60/diff;///Math.sqrt(diff); //1 * 1 * 200 / (  diff);
      perfect          return 800/diff/diff;///Math.sqrt(diff); //1 * 1 * 200 / (  diff);
  */
//  return gUniverse*percentImag*250/diff/diff;
if ( diff < 0.5 ){
   return 1;
}
//final 
// return gUniverse*8/10*sizeOf*100/diff/diff;
 
 // 1/diff/diff is the correct one with physical background ;d
 //return 60000*diff/diff;
      return screen/diff/diff*98*sizeOf*gUniverse;
//  return 50/diff;
   //Math.sqrt ( diff*diff*diff );// / diff;
            
        }
        
        
        // new values for the velocity vector arc
        public function makeGravityArc ( inDex:int, i:int, diff:int ):int {
             
            var nullstelle:int;
        var newa:int;    // arc of the gravity
             var xhelp:int;
          var yhelp:int;
     
   // diff       
          xhelp = Math.sqrt(( onePart[inDex].posX - onePart[i].posX ) * ( onePart[inDex].posX - onePart[i].posX ) );
          yhelp = Math.sqrt( ( onePart[inDex].posY -  onePart[i].posY ) * ( onePart[inDex].posY - onePart[i].posY ) );
         
              
  //I           
   if ( ( onePart[i].posX > onePart[inDex].posX ) && ( onePart[i].posY > onePart[inDex].posY ) ){
                    newa = -1 * Math.asin( yhelp / diff );
                }
    //II        
       if ( ( onePart[i].posX > onePart[inDex].posX ) && ( onePart[i].posY < onePart[inDex].posY ) ){
                    newa =  Math.asin( yhelp / diff );
                }
 //IV          
    if ( ( onePart[i].posX < onePart[inDex].posX ) && ( onePart[i].posY < onePart[inDex].posY ) ){
                    newa =  2*Math.PI - Math.PI/2 - Math.asin( xhelp / diff );
                }
  //III        
       if ( ( onePart[i].posX < onePart[inDex].posX ) && ( onePart[i].posY > onePart[inDex].posY ) ){
                    newa = Math.PI/2 + Math.asin( xhelp / diff );
                }
                
 //V
 // same position     
        if ( ( onePart[i].posX == onePart[inDex].posX ) && ( onePart[i].posY == onePart[inDex].posY ) ){
                    newa = onePart[inDex].a; // :d
                }
      return newa;
               
     //    nullstelle = Math.sqrt ( (  onePart[i].v*onePart[i].v + onePart[inDex].v*onePart[inDex].v)  / 2 );
      //   return ( ( nullstelle *  onePart[i].a )+  ( nullstelle * onePart[inDex].a) ) / nullstelle;
            
            
            
        }
 
 
         // changing all values of the real part 
       public function changeReal ( inDex:Number, v:int, arc:int ):void {
      
         var help:int;    // helper for the new v value
     
      
          help =  onePart[inDex].v ;
     //      onePart[inDex].v = Math.sqrt ( help * help + v * v );
      //     onePart[inDex].a = arc;
           
                 
            onePart[inDex].v = Math.sqrt( ( onePart[inDex].v + v*Math.cos( arc-onePart[inDex].a ) ) * ( onePart[inDex].v + v*Math.cos( arc-onePart[inDex].a ) )   +    v*v*Math.sin( arc-onePart[inDex].a)*Math.sin( arc -onePart[inDex].a ) );
           onePart[inDex].a = onePart[inDex].a + v*Math.sin(arc-onePart[inDex].a) / ( onePart[inDex].v + v*Math.cos(arc-onePart[inDex].a ) );

            VelocityBing( inDex );    // ;
     
       }
       
       // checking if the velocity is not to big
       public function VelocityBing ( i:Number ):void {

        if( onePart[i].v > maxVelocity ){
            onePart[i].v = maxVelocity;
        }
       }
        
         
         // overall function to set all real and all imaginaer parts
         // for all elements
        public function setnewVector( inDex:int ):void{
             // one version :D
             // sets new Values of the vector v with arc a of Listentry Number index
             var summv:int=0;
             var arcHelp:int=0;
            var diff:int;
           
           // true...randomize all values
           // false ... normal simulation  
if ( bootSystem ){
           onePart[inDex].v =  Math.random() * maxVelocity;  
            
    onePart[inDex].a = 2* Math.random()*Math.PI;
      onePart[inDex].posY = Math.random()*screen;
      onePart[inDex].posX = Math.random()*screen;
    onePart[inDex].bx = Math.random()*screen;
      onePart[inDex].by = Math.random()*screen;
      centerx[inDex] = Math.random()*screen;
      centery[inDex] = Math.random()*screen;

}

else {          

             
            for(var i:int=0; i<Elements; i++){ // :D hehe day three

                diff = distance( inDex, i );
                summv = makeGravity ( diff );
                arcHelp = makeGravityArc( inDex, i, summv );
 summv=summv-0.31;
                // onePart i has now the a with arcHelp as v
                changeReal ( inDex, summv, arcHelp );
                if ( realImag ) {
                    setImag ( inDex, i, diff );
                }
            } // end for
} // end of else
        } // end function


  }    // end class UniverseTest


 }



 
import flash.display.AVM1Movie; // hmhm
// inserted in November 2012
     import flash.text.TextField;
    import flash.text.TextFormat;
    import flash.display.Sprite;
// end instertiong
    import flash.display.Graphics;

    
//*****************
// class of one element
//********************    
    
     class light  extends Sprite {
         
    

        
        public var thisSprite:Sprite;
        public var rflag:Number;
        public var rrealImag:Boolean; 
        public var posX:int;
        public var posY:int;
        public var v:int;
        public var a:int;
        public var bx:int;
        public var by:int;
        public var oldX:int;
        public var oldY:int;
        public var remix:int;
        public var maxVelo:int;
        public var myCoolor:int;
       
        public var screenborder:int;
        public var screenF:int;
        
        // initialyzing of the parameters
        public function light(that:Sprite, newyx:int, newyy:int, newyv:int, newya:int, newybx:int, newyby:int, maxi:int , screenb:int, screenfactor:int ):void {
            
            // November 2012   
            thisSprite = that;
            
            
            rflag = 0;
            rrealImag=true;
            posX = newyx;            
            posY = newyy;
            v = newyv;
            a = newya;
            bx = newybx;
            by = newyby; 
            oldX = posX/2;
            oldY = posY/2; 
            remix=0;
            maxVelo = maxi;
            myCoolor =    Math.random()*0xFF33CC;
      
          screenborder = screenb;
          screenF = screenfactor; //:d

     }
     
     
        // painting on the screen
    public function show (graphic:Graphics, diffColor:int, factorDisplay:Number, factorBox:Number, centerX:int, centerY:int, imagReaction:int, showReactionn:Boolean):void
    {
        var Numberx:Number;
        var Numbery:Number;

      graphic.beginFill(myCoolor, 0.9);

      if ( rrealImag )
        {
         Numberx = bx; Numbery = by;
          graphic.drawRect(Numberx/screenF, Numbery/screenF, factorBox, factorBox ); //:D
        }   
        
     Numberx = posX; Numbery = posY;
     graphic.drawCircle(Numberx/screenF, Numbery/screenF, factorDisplay);

    if ( showReactionn )
       {
          graphic.beginFill(myCoolor, 0.05);
          graphic.drawCircle(centerX/screenF, centerY/screenF, factorDisplay*imagReaction/screenF);
        }   
     graphic.endFill();
   }    
    
        // saving old values
     public function move():void{
     
          oldX =posX;
         oldY = posY;
         posX += v * Math.cos(a);
        posY += v * Math.sin(a);
         
         // visualisation trick
        // v = v/100*80;
    //    a+=0.6;

     }


        // checking values. If they lack it sends reMix
        // all values gets randomized :d
    public function bing():void{
      
   
      if(v*v<0.001){
          v+=0.1;                // :d Quantenfluktuation PI
                                  // interupts the full simulation
         }
      if(v*v>maxVelo*maxVelo){
          v = v/2;                // :d Quantenfluktuation PI
                                  // interupts the full simulation
         }
      if(a>2*Math.PI){
          a =  a - 2*Math.PI;//maxvelocity;
         }
      if(a<-2*Math.PI){
          a =  a + 2*Math.PI;//maxvelocity;
         }

        if(posX==oldX || posY==oldY){
            remix++;
        }
        else{
             remix = 0;
        }
             
             
        if(posX>screenborder){
            posX = 10;
        }
        if(posY>screenborder){                // ! upsidedown :D
    
            posY = 10;
                      }
        if(posX<=0){
          
            posX = screenborder - 10;
       }
        if(posY<=0){
        
            posY = screenborder - 10;
                     }
       
       
       
        if(bx>screenborder){
            bx = 10;
        }
        if(by>screenborder){                // ! upsidedown imagin :D
    
            by = 10;
                      }
        if(bx<=0){
          
            bx = screenborder - 10;
       }
        if(by<=0){
        
            by = screenborder - 10;
                     }
          
          
            // the possision of the boxxes :D
        }        // end function bing


    }       // end class reDbul


//     }            // end package


// :d