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

forked from: flash on 2010-11-22

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by feeyar 27 Jan 2011
/**
 * Copyright feeyar ( http://wonderfl.net/user/feeyar )
 * MIT License ( http://www.opensource.org/licenses/mit-license.php )
 * Downloaded from: http://wonderfl.net/c/q4hM
 */

// forked from tcper's flash on 2010-11-22
/**
* Author: Loki
*
*/
package {
    import flash.display.Shape;
    import flash.events.Event;
    import flash.events.MouseEvent;
    import flash.display.Sprite;
    import com.bit101.components.*;
    
    public class FlashTest extends Sprite {
        private var container:Sprite;
        private var wall:Vec2D;
        private var light:Vec2D;
        
        private var renderList:Array = [];
        private var halfW:Number 
        private var halfH:Number 
        private var RADIAN:Number = 180 / Math.PI;
        private var canon:Sprite;
        private var NOW_RADIAN:Number;
        private var ballV:int = 10;
        private var pb:PushButton = new PushButton();
        private var stageCover:Sprite = new Sprite();
        
        private const BALL_RADIUS:int = 5;
        
        private var ballList:Array = [];
        private var wallList:Array = [];
        private var wallHolderList:Array = [];
        
        
        public function FlashTest() {
            // write as3 code here..
            if( stage ){
                init();
            }else{
                this.addEventListener(Event.ADDED_TO_STAGE, init);
            }
        }
        private function init(event:Event = null):void{
            this.removeEventListener(Event.ADDED_TO_STAGE, init);
            canon = new Sprite();
            halfW = stage.stageWidth / 2;
            halfH = stage.stageHeight / 2;
           
            initCover();
        }
        private function initCover():void{
            stageCover.graphics.beginFill(0x0,.3);
            stageCover.graphics.drawRect(0,0,stage.stageWidth,stage.stageHeight);
            stageCover.graphics.endFill();
            this.addChild( stageCover );
            
            pb.label = "Start!";
            pb.x = (stage.stageWidth - pb.width)/2;
            pb.y = (stage.stageHeight - pb.height)/2;
            pb.addEventListener(MouseEvent.CLICK, startGame);
            this.addChild(pb);
        }
        private function startGame(event:Event):void{
            this.removeChild( pb );
            this.removeChild( stageCover );
            
            initWalls();
            initCannon();
            
            initSpit();
            
            
            this.addEventListener(Event.ENTER_FRAME, enterFrame);
        }


        private function initCannon():void{
            canon.graphics.lineStyle(10,0x0,.3);
            canon.graphics.lineTo(30,0);
            canon.x = halfW;
            canon.y = halfH;
            this.addChild( canon );
        }
        private function initWalls():void{
            var wh1:Sprite = createWallHolder(0);
            wh1.x = 150;
            wh1.y = 150;
            var wh2:Sprite = createWallHolder(1);
            wh2.x = 180;
            wh2.y = 80;
            
            
            var wh3:Sprite = createWallHolder(0);
            wh3.x = stage.stageWidth;
            wh3.y = 100;
            var wh4:Sprite = createWallHolder(1);
            wh4.x = stage.stageWidth-100;
            wh4.y = 0;
            
            var wh5:Sprite = createWallHolder(0);
            wh5.x = 230;
            wh5.y = 350;
            var wh6:Sprite = createWallHolder(1);
            wh6.x = 190;
            wh6.y = 340;
            
            var w1:Wall = createWall(wh1,wh2);
            var w2:Wall = createWall(wh4,wh3);
            var w3:Wall = createWall(wh5,wh6);
            
            wallHolderList = [[wh1,wh2],[wh4,wh3],[wh5,wh6]];
            
            wallList.push( w1,w2 ,w3);
        }
        private function createWall(h1:Sprite,h2:Sprite):Wall{
            var wall:Wall = new Wall(h1.x,h1.y,h2.x,h2.y);
            wall.A.x = h1.x;
            wall.A.y = h1.y;
            
            wall.B.x = h2.x;
            wall.B.y = h2.y;
            
            return wall;
        }

        private function initSpit():void{
            stage.addEventListener(MouseEvent.MOUSE_DOWN, spitHandler);
        }
        private function spitHandler(event:Event):void{
            var ball:Object = generateBall();
            ballList.push( ball );
            this.addChild( ball.ball );
        }
        private function generateBall():Object{
            var obj:Object = {};
            var ball:Sprite = new Sprite();
            ball.graphics.beginFill(0xFFFFFF*Math.random(),.5);
            ball.graphics.drawCircle(0,0,BALL_RADIUS);
            ball.graphics.endFill();
        
            ball.x = halfW;
            ball.y = halfH;
            obj.ball = ball;
            obj.vx = Math.cos(NOW_RADIAN) * ballV;
            obj.vy = Math.sin(NOW_RADIAN) * ballV;
            return obj;
        }


        private function handleCannon():void{
           var angle:Number  = Math.atan2(mouseY - halfH,mouseX - halfW);
           NOW_RADIAN = angle;
           canon.rotation = angle * RADIAN;
        }

        
        private function createWallHolder(n:int = 0):Sprite{
            var sprite:Sprite = new Sprite();
            if( n == 0 ){
                sprite.graphics.beginFill(0xFF0000, .3);
            }else{
                sprite.graphics.beginFill(0x00FF00, .3);
            }
            sprite.graphics.drawCircle(0,0,10);
            //sprite.addEventListener(MouseEvent.MOUSE_DOWN, dragHolder);
            //sprite.addEventListener(MouseEvent.MOUSE_UP, stopDragHolder)
            this.addChild( sprite );
            return sprite;
        }
        private function dragHolder(event:Event):void{
            event.target.startDrag();
        }
        private function stopDragHolder(event:Event):void{
            event.target.stopDrag();
        }


        private function handleBallMove():void{
            
            if (ballList.length > 0)
            {
                for (var i:int = 0; i < ballList.length; i++)
                {
                    var ball:Object = ballList[i];
        
                    ballMove(ball);
        
                    if ( ball.ball.x < 0 || ball.ball.x > stage.stageWidth ||
                       ball.ball.y < 0 || ball.ball.y > stage.stageHeight )
                    {
                        this.removeChild( ball.ball );
                        ballList.splice(i,1);
                    }
                
                    if( checkWalls() ){
                        win();
                    }
                    

                }
            }
        }
        private function checkWalls():Boolean{
            for( var i:int = 0; i < wallList.length; i++ ){
                var wall:Wall = wallList[i];
                if( !wall.hit ){
                    return false;
                }
            }
            return true;
        }
        private function win():void{
            this.removeEventListener(Event.ENTER_FRAME, enterFrame);
            this.graphics.clear();
            this.removeEventListener(MouseEvent.MOUSE_DOWN, spitHandler);
            while( this.numChildren > 0 ){
                this.removeChildAt(0);
            }
            var label:Label = new Label();
            label.text = "Congradulations!";
            label.x = (stage.stageWidth - label.width)/2;
            label.y = (stage.stageHeight - label.height)/2;
            this.addChild( label );

        }


        private function ballMove(ball:Object):void{
            
            for (var i:int = 0; i < wallList.length; i++)
            {
        
                var wall:Wall = wallList[i];
                var A:Vec2D = new Vec2D(ball.ball.x ,ball.ball.y );
              
                var normScaledRadius:Vec2D = wall.normal.times(-BALL_RADIUS);
                var C:Vec2D = wall.A.plus(normScaledRadius);
                var D:Vec2D = wall.B.plus(normScaledRadius);
        
                var AC:Vec2D = C.minus(A);
                var dot1:Number = wall.normal.dot(AC);
                //trace( dot1 );
                var ballAABB:AABB = new AABB();
                ballAABB.maxx = ball.ball.x + 10;
                ballAABB.maxy = ball.ball.y + 10;
                ballAABB.minx = ball.ball.x - 10;
                ballAABB.miny = ball.ball.y - 10;
                
                
                if (wall.aabb.isOverlapping(ballAABB) && dot1 <= 0 ){
                    wall.hit = true;
                    var cn:Vec2D = wall.normal;
                    var dv:Vec2D = new Vec2D(ball.vx,ball.vy);
                    var impulse:Number = cn.dot(dv.times(-2));
        
                    dv.plusEquals( cn.times( impulse ) );
                    //ball.ball.x +=  dot1 * wall.normal.x;
                    //ball.ball.y +=  dot1 * wall.normal.y;
                    ball.vx = dv.x;
                    ball.vy = dv.y;
                }
        
            }
            ball.ball.x +=  ball.vx;
            ball.ball.y +=  ball.vy;
        }
        private function drawWallHolder():void{
            this.graphics.clear();
            
            
            for( var i:int = 0; i < wallHolderList.length; i++ ){
                var wall:Wall = wallList[i]; 
                if( !wall.hit ){
                    this.graphics.lineStyle(2,0x0,.5);
                }else{
                    this.graphics.lineStyle(2,0xFF0000,.5);
                }

                
                var holders:Array = wallHolderList[i];
                
                var wh1:Sprite = holders[0];
                var wh2:Sprite = holders[1];
                
                wall.A.x = wh1.x;
                wall.A.y = wh1.y;
            
                wall.B.x = wh2.x;
                wall.B.y = wh2.y;
                wall.update();
                
                this.graphics.moveTo(wh1.x,wh1.y);
                this.graphics.lineTo(wh2.x,wh2.y);
            }

        }

        private function enterFrame(event:Event):void{
           handleCannon();
           handleBallMove();
           drawWallHolder();
        }


    }
}

class Vec2D{
    
    public var x:Number;
    public var y:Number;
    
    public function Vec2D( x:Number = 0.0, y:Number = 0.0 )
    {
        this.x = x;
        this.y = y;
    }
    
    public function plusEquals( vec2D:Vec2D ) : void
    {
        x += vec2D.x;
        y += vec2D.y;
    }
    
    public function plus( vec2D:Vec2D ) : Vec2D
    {
        return new Vec2D( x + vec2D.x, y + vec2D.y );
    }
    
    public function minus( vec2D:Vec2D ) : Vec2D
    {
        return new Vec2D( x - vec2D.x, y - vec2D.y );
    }
    
    public function times( s:Number ) : Vec2D
    {
        return new Vec2D( x * s, y * s );
    }
    
    public function dot( vec2D:Vec2D ) : Number
    {
        return x * vec2D.x + y * vec2D.y;
    }
    
    public function get magnitude() : Number
    {
        return Math.sqrt( x * x + y * y );
    }
    
    public function normalize() : void
    {
        
        var length:Number = magnitude;
        
        if( length == 0 ) return;
        
        x /= length;
        y /= length;
        
    }
    
}
class Wall
{
    public var hit:Boolean = false;
    
    public var A:Vec2D;
    public var B:Vec2D;
    
    public var aabb:AABB;
    
    public var normal:Vec2D;
    
    public function Wall( ax:Number, ay:Number, bx:Number, by:Number ) 
    {
        
        A = new Vec2D( ax, ay );
        B = new Vec2D( bx, by );
        
        normal = new Vec2D( B.y - A.y, -( B.x - A.x ) );
        normal.normalize();
        
        aabb = new AABB();
        
        aabb.minx = Math.min( ax, bx );
        aabb.maxx = Math.max( ax, bx );
        aabb.miny = Math.min( ay, by );
        aabb.maxy = Math.max( ay, by );
        
    }
    public function update():void{
        normal = new Vec2D( B.y - A.y, -( B.x - A.x ) );
        normal.normalize();
        aabb.minx = Math.min( A.x, B.x );
        aabb.maxx = Math.max( A.x, B.x );
        aabb.miny = Math.min( A.y, B.y );
        aabb.maxy = Math.max( A.y, B.y );
    }
}

class AABB
{
    
    public var minx:Number = 0;
    public var maxx:Number = 0;
    public var miny:Number = 0;
    public var maxy:Number = 0;
    
    public function isOverlapping( aabb:AABB ) : Boolean
    {
        
        if( minx > aabb.maxx ) return false;
        if( miny > aabb.maxy ) return false;
        if( maxx < aabb.minx ) return false;
        if( maxy < aabb.miny ) return false;
        
        return true;
        
    }
    
}