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

Rainbow Preloader

/**
 * Copyright WLAD ( http://wonderfl.net/user/WLAD )
 * MIT License ( http://www.opensource.org/licenses/mit-license.php )
 * Downloaded from: http://wonderfl.net/c/jxd6
 */

package {import flash.display.Sprite;import flash.events.Event;[SWF(backgroundColor=0x84B7EE, width=465, height=456, 
    frameRate=60                                                                        )]public class FakeStage extends Sprite {
    public var bgColor:uint = 0x1A1A1A;            
public function FakeStage() {stage ? init() : addEventListener(Event.ADDED_TO_STAGE,init);} private function init(e:Event = null):void {removeEventListener(Event.ADDED_TO_STAGE,init);fillBg();addChild(new Main());stage.addEventListener(Event.RESIZE,fillBg);}private function fillBg(e:Event=null):void{graphics.clear();graphics.beginFill(bgColor);graphics.drawRect(0,0,stage.stageWidth,stage.stageHeight);graphics.endFill();}}}
import flash.display.Stage;
import flash.filters.GlowFilter;
import flash.events.KeyboardEvent;
import flash.events.Event;
import flash.display.Sprite;
import flash.display.Graphics;
import flash.geom.ColorTransform;
import flash.display.BitmapData;
import flash.display.Bitmap;
import frocessing.color.ColorRGB;
import frocessing.color.ColorHSV;



//TODO simplify this code to one class [ex Sprite]


/*
PLAY AROUND WITH THIS VARIABLES.
*/
class Vars
{
    //The sprite scale - the preloader size (quick and dirty...) try and change it to [0.5 ~ 2.0]
    public static var spriteScale:Number = 1.2;
    
    
    //The bigger the value the slower the fade out speed is (the effect of the bitmap 'footsteps')
    public static var multi              :Number = 0.98;    
    public static var rotationSpeed:Number = 5;
    
    public static var LineThikness:Number = 3;
    //Arc length 1 - 360
    public static var ArcLength:Number = 60;
    
    //BlurX and BlurY
    public static var blurSize:Number = 10;
    
    //Try and set blur alpha to 1.
    public static var blurAlpha:Number = .2;
    
    public static var blurStrength:Number = 6;
    
    
    //Dont touch this vars.
    public static var redOffset       :Number = 0.00;    
    public static var greenOffset   :Number = 0.00;    
    public static var blueOffset     :Number = 0.00;    
    public static var alphaOffset   :Number = 1.00;
      
    public static var redMulti        :Number = multi;    
    public static var greenMulti    :Number = multi;    
    public static var blueMulti      :Number = multi;    
    public static var alphaMulti    :Number = 1.00;
}




class MyMain extends Sprite
{
    private var nextColor:int = 0;
    private var color:int = 0;
    
    private var s:Sprite;
    
    private var stg:Stage;
    
    public function MyMain()
    {
        s = new Sprite();
        addChild(s);
        s.scaleX = s.scaleY = Vars.spriteScale;
        
        s.x = s.y = 465 / 2;
    }
    public function draw():void
    {
        fixColor();
        
        s.graphics.clear();
        s.graphics.lineStyle(Vars.LineThikness,0xFFFFFF);
        
        //drawArc(target:Graphics, radius, arc, startAngle, yRadius, lineTo ? Boolean)
        drawArc(s.graphics, 80, Vars.ArcLength, nextColor,0,false);
        
    }
    
    
    private function fixColor():void
    {
        //s.x = parent.mouseX;
        
        nextColor = Vars.rotationSpeed + nextColor;
        nextColor = fix(nextColor,0,360);
        color = new ColorHSV(nextColor, 1, 1).toRGB().value
        filters = [new GlowFilter(
            
            color
            ,Vars.blurAlpha       // Alpha
            ,Vars.blurSize        // BlurX
            ,Vars.blurSize        // BlurY
            ,Vars.blurStrength    // Strength
            ,3                    // Quality
        )];
        
        trace(nextColor);
    }
}




/* ***********************
      MATH FUNCITONS    
   **********************/

//new abs function, about 25x faster than Math.abs
function abs(value:Number):Number
    {
        return value < 0 ? -value : value;
    }
//new ceil function about 75% faster than Math.ceil.
function ceil(value:Number):Number
    {
        return (value % 1) ? int(value) + 1 : value;
    }
//Get the number sign (fast) !dont use zero's on this function
function sign(value:Number):int
{
    return value < 0 ? -1 : 1;
}
//Quick max
function max(value1:Number,value2:Number):Number
    {
        return value1 > value2 ? value1 : value2;
    }
//Quick min
function min(value1:Number,value2:Number):Number
    {
        return value1 < value2 ? value1 : value2;
    }
//Fix number in between a range of [min,max]
function range(value:Number,min:Number = 0,max:Number = 1):Number
    {
        return (value < min ? min : (value > max ? max : value));
    }
//Fix number in between a range of [min,max] , if bigger then max move to min and add extra and vise versa.
function fix(value:Number,min:Number = 0, max:Number = 1):Number
{
    var x:Number = max - min;
    while(value > max) value -= x;
    while(value < min) value += x;
    return value;   
}

    
//Quick random value
function rnd(value:Number = 0 ,noZero:Boolean = false):Number
    {
        if(value == 0) return Math.random();
        return Math.random() * value + (noZero ? 1 : 0);
    }
    
    
//Random number between min and max
function rndRange(min:Number,max:Number):Number
    {
        return rnd() * (max - min) + min;
    }
//Quick random sign
function rndSign():int
    {
         return sign(rnd() - .5);   
    }
//Quick random boolean.
function rndBool():Boolean
    {
        return Math.random() > .5;
    }


// DRAW ARC FUNCTION / DRAW CIRCLE SEGMENT.

//Function source : http://icodesnip.com/snippet/actionscript-3/as3-drawing-shapes-arc-burst-dashed-line-gear-polygon-star-wedge-line
function drawArc(target:Graphics, radius:Number, arc:Number, startAngle:Number=0, yRadius:Number=0, lineTo:Boolean = false):void
{
    if (startAngle == 0)startAngle = 0;    if (yRadius == 0)yRadius = radius;    if (abs(arc) > 360)arc = 360;
    var segAngle:Number, theta:Number, angle:Number, angleMid:Number, segs:Number, ax:Number, ay:Number, bx:Number, by:Number, cx:Number, cy:Number;
    segs = ceil(abs(arc) / 45);segAngle = arc / segs;theta = -(segAngle / 180) * Math.PI;angle = -(startAngle / 180) * Math.PI;       
    if (segs > 0)
    {
        lineTo ? target.lineTo(Math.cos(angle) * radius, Math.sin(angle) * yRadius) : 
        target.moveTo(Math.cos(angle) * radius, Math.sin(angle) * yRadius);
        
        for (var i:int = 0; i < segs; ++i)
            {
                angle += theta;                                                  angleMid = angle - (theta / 2);
                bx = Math.cos(angle) * radius;                                   by = Math.sin(angle) * yRadius;
                cx = Math.cos(angleMid) * (radius / Math.cos(theta / 2));        cy = Math.sin(angleMid) * (yRadius / Math.cos(theta / 2));
                target.curveTo(cx, cy, bx, by);
            }
     }
}


class Main extends Sprite
{  
    private var cont:Container;

    private var keyL:Boolean;
    private var keyR:Boolean;

    public function Main()
    {
        addEventListener(Event.ADDED_TO_STAGE,init);} private function init(e:Event):void {removeEventListener(Event.ADDED_TO_STAGE,init);        

        inittrace(stage);   
        //var stats:Stats = new Stats();     
        //addChild(stats);
        //stats.x = stage.stageWidth - stats.width;
        //stats.y = stage.stageHeight - stats.height;        
                
        //stage.frameRate = 60;
                
        cont = new Container();
        addChild(cont);
        
        stage.addEventListener(KeyboardEvent.KEY_DOWN,onKD);
        stage.addEventListener(KeyboardEvent.KEY_UP,onKU);
        
        this.addEventListener(Event.ENTER_FRAME,loop);
    }
    private function onKU(e:KeyboardEvent):void
    {
        keyR = (!(e.keyCode == 39 || e.keyCode == 68) && keyR);
        keyL = (!(e.keyCode == 37 || e.keyCode == 65) && keyL);
    }
    private function onKD(e:KeyboardEvent):void
    {
        keyR = (e.keyCode == 39 || e.keyCode == 68);
        keyL = (e.keyCode == 37 || e.keyCode == 65);
    }
    
    private function loop(e:Event):void
    {
        //if(keyL) game.rotate(-_wheelRotationSpeedOnKeyDown);
        //if(keyR) game.rotate(_wheelRotationSpeedOnKeyDown);
    }
}


class Container extends Sprite
{
    private var main:MyMain;
    private var s:ShadowSprite;
    
    public function Container()
    {
        s = new ShadowSprite(465,465);
        addChild(s);
        
        main = new MyMain();
        s.s.addChild(main);
        
        addEventListener(Event.ENTER_FRAME,draw);
    }    
    private function draw(e:Event):void
    {
        main.draw();
        s.fade();    
    }

}




class ShadowSprite extends Sprite
{
    public var bmp:Bitmap;
    public var bmpdata:BitmapData;
    public var drawMe:Sprite;
    
    public function ShadowSprite(w:Number,h:Number)
    {
        bmpdata = new BitmapData(w, h,false,0);
        bmp = new Bitmap(bmpdata);
        addChild(bmp);
        drawMe = new Sprite();
    }
    public function get g():Graphics
    {
        return drawMe.graphics;
    }
    public function get s():Sprite
    {
        return drawMe;
    }

    
    public function fade():void
    {
        var result:Sprite = new Sprite();
        result.addChild(bmp);
        bmp.transform.colorTransform = new ColorTransform(
            Vars.redMulti,
            Vars.greenMulti, 
            Vars.blueMulti, 
            Vars.alphaMulti, 
            Vars.redOffset, 
            Vars.greenOffset, 
            Vars.blueOffset,
            Vars.alphaOffset
        );
        result.addChild(drawMe);
        bmpdata.draw(result);
        addChild(bmp);
        bmp.transform.colorTransform = new ColorTransform();        
    }
}

/*
__/\\\\\\\\\\\\\\\____/\\\\\\\\\_________/\\\\\\\\\___________/\\\\\\\\\__/\\\\\\\\\\\\\\\_        
 _\///////\\\/////___/\\\///////\\\_____/\\\\\\\\\\\\\______/\\\////////__\/\\\///////////__       
  _______\/\\\_______\/\\\_____\/\\\____/\\\/////////\\\___/\\\/___________\/\\\_____________      
   _______\/\\\_______\/\\\\\\\\\\\/____\/\\\_______\/\\\__/\\\_____________\/\\\\\\\\\\\_____     
    _______\/\\\_______\/\\\//////\\\____\/\\\\\\\\\\\\\\\_\/\\\_____________\/\\\///////______    
     _______\/\\\_______\/\\\____\//\\\___\/\\\/////////\\\_\//\\\____________\/\\\_____________   
      _______\/\\\_______\/\\\_____\//\\\__\/\\\_______\/\\\__\///\\\__________\/\\\_____________  
       _______\/\\\_______\/\\\______\//\\\_\/\\\_______\/\\\____\////\\\\\\\\\_\/\\\\\\\\\\\\\\\_ 
        _______\///________\///________\///__\///________\///________\/////////__\///////////////__

*/
import flash.text.TextField;
import flash.text.TextFormat;
/////  WONDERFL TRACE /////
function inittrace(s:Stage):void{WTrace.initTrace(s);}var trace:Function;class WTrace{

    private static var FONT:String = "_sans";
    private static var SIZE:Number = 12;
    private static var SPACE:String = " ";
    private static var COLOR:uint = 0xFFFFFF;
    private static var LINES:uint = 6;

private static var TextFields:Array = [];private static var trace_stage:Stage;
public static function initTrace(stg:Stage):void{trace_stage = stg;trace = wtrace;}
private static function scrollup():void{if (TextFields.length > LINES){
var removeme:TextField = TextFields.shift();trace_stage.removeChild(removeme);removeme = null;
}for(var x:Number=0;x<TextFields.length;x++){(TextFields[x] as TextField).y -= SIZE*1.2;}}
public static function wtrace(... args):void{var s:String="";var tracefield:TextField;
for (var i:int;i < args.length;i++){if (i != 0) s+=SPACE;s+=args[i].toString();}
tracefield= new TextField();tracefield.autoSize = "left";tracefield.textColor = COLOR;
tracefield.text = s;tracefield.y = trace_stage.stageHeight - 20;
var tf:TextFormat = new TextFormat(FONT, SIZE);tracefield.setTextFormat(tf);
trace_stage.addChild(tracefield);scrollup();TextFields.push(tracefield);}}