In case Flash no longer exists; a copy of this site is included in the Flashpoint archive's "ultimate" collection.

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

Particle 1

@author Tatsuhisa
// write as3 code here..
package
{
    import flash.display.Sprite;
    import flash.events.Event;
    import flash.events.MouseEvent;
    import flash.geom.Vector3D;

    /** 
     *  
     * @author Tatsuhisa     
     */  
    
    [SWF(backgroundColor="0x000000")]
    public class ParticleTest extends Sprite
    {
        private var emitter:Emitter;
        private var numParticle:uint = 5;

        public function ParticleTest()
        {
            emitter = new Emitter();
            
            this.addEventListener( Event.ENTER_FRAME, update );
            stage.addEventListener( MouseEvent.MOUSE_DOWN, onMouseDownHandler );
            stage.addEventListener( MouseEvent.MOUSE_UP, onMouseUpHandler );
        }

        private function update( event:Event ):void
        {
            updateEmitter();
            draw();
        }
        
        private function updateEmitter():void
        {
            emitter.x += ( stage.mouseX - emitter.x ) * 0.35;
            emitter.y += ( stage.mouseY - emitter.y ) * 0.35;
            emitter.run();
            emitter.addParticle( numParticle );
        }
        
        private function draw():void
        {
            this.graphics.clear();
            var index:uint = 0;
            for each( var particle:Particle in emitter.particles )
            {
                var d:Number = Vector3D.distance( emitter, particle );
                var dx:Number = (emitter.x - particle.x);
                var dy:Number = (emitter.y - particle.y);
                
                var r:uint = uint( ( 255 - dx )/((index)/10) );
                var g:uint = uint( ( 255 - d )/((index)/10) );
                var b:uint = uint( ( 255 - dy )/((index)/10) );
                particle.color = r << 16 | g << 8 | b;
                
                this.graphics.beginFill( particle.color, particle.lifetime );
                this.graphics.drawCircle( particle.x, particle.y, particle.vel.length );
                this.graphics.endFill();
                
                index ++;
            }
            this.graphics.beginFill( 0xFFFFFF, 1 );
            this.graphics.drawCircle( emitter.x, emitter.y, 30 );
            this.graphics.endFill();
        }

        private function onMouseDownHandler( event:MouseEvent ):void
        {
            numParticle = 10;
        }
        
        private function onMouseUpHandler( event:MouseEvent ):void
        {
            numParticle = 3;
        }

    }
}

import flash.geom.Vector3D;

class Emitter extends Vector3D
{
    private var _particles:Vector.<Particle>;
    public function get particles():Vector.<Particle> { return _particles; }
    
    private var vel:Vector3D = new Vector3D();
    private var acc:Vector3D = new Vector3D();

    private var px:Number = 0;
    private var py:Number = 0;
    private var pz:Number = 0;
    
    public function Emitter( x:Number = 0, y:Number = 0, z:Number = 0 )
    {
        super( x, y, z );
        _particles = new Vector.<Particle>();
    }

    public function run():void
    {
        setVelocity();
        update();
    }

    private function setVelocity():void
    {
        vel.x = this.x - px;
        vel.y = this.y - py;
        vel.z = this.z - pz;
        px = this.x;
        py = this.y;
        pz = this.z;
    }

    private function update():void
    {
        for each( var particle:Particle in _particles )
        {
            if( particle.isAlive )
            {
                particle.run();
            }
            else
            {
                var index:int = particles.indexOf( particle );
                if( index != -1 )
                {
                    _particles.splice( index, 1 );
                }
            }
        }
    }

    public function addParticle( num:int = 2 ):void
    {
        for( var i:uint = 0; i < num; i++ )
        {
            _particles[ particles.length ] = new Particle( this, vel );
        }
    }

}

class Particle extends Vector3D
{
    private var _vel:Vector3D;
    public function get vel():Vector3D { return _vel; }

    private var _acc:Vector3D;
    public function get acc():Vector3D { return _acc; }

    private var gravity:Vector3D = new Vector3D( 0, 0.7, 0 );

    private var _lifetime:Number;
    public function get lifetime():Number { return _lifetime; }

    private var _color:uint = 0xFFFFFF;
    public function get color():uint { return _color; }
    public function set color( value:uint ):void { if( _color != value ) _color = value; }

    private var _isAlive:Boolean = true;
    public function get isAlive():Boolean { return _isAlive; }
    
    public function Particle( loc:Vector3D, vel:Vector3D )
    {
        super( loc.x, loc.y, loc.z );
        
        _vel = new Vector3D();
        _vel.x = vel.x * 0.5 + Math.random() * 20 - 10;
        _vel.y = vel.y * 0.5 + Math.random() * 20 - 10;
        _vel.z = vel.z * 0.5 + Math.random() * 20 - 10;

        _acc = new Vector3D();
        
        _lifetime = Math.random() * 0.7 + 0.2;
    }

    public function run():void
    {
        setVelocity();
        updatePosition();
        setLifetime();
    }
    
    private function setVelocity():void
    {
        _vel.incrementBy(gravity);
    }

    private function updatePosition():void
    {
        this.x += _vel.x;
        this.y += _vel.y;
        this.z += _vel.z;        
    }

    private function setLifetime():void
    {
        _lifetime -= 0.05;
        if( lifetime <= 0 )
        {
            this._isAlive = false;
        }
    }
}