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

Wanderer oil painter forked from: OilPainting

also look at 
http://wonderfl.net/c/8Tjs
/**
 * Copyright aobyrne ( http://wonderfl.net/user/aobyrne )
 * MIT License ( http://www.opensource.org/licenses/mit-license.php )
 * Downloaded from: http://wonderfl.net/c/u9G7
 */

// forked from mtok's Seek Behavior Test
package  
{
    import flash.display.Sprite;
    import flash.events.Event;
    /**
     * ...
     * @author Motoki Matsumoto
     */
    public class AiOilPainting extends Sprite
    {
        private var vehicle:Vehicle;
        private var oilPainter:OilPainter;
        private var c:int;
        
        public function AiOilPainting() 
        {
            var sprite:Sprite = addChild(new Sprite) as Sprite;
            vehicle = new Vehicle(sprite);
            vehicle.x = 460;
            vehicle.y = 460;
            vehicle.edgeBehavior = Vehicle.BOUNCE;
            addEventListener(Event.ENTER_FRAME, loop);
            oilPainter = addChild(new OilPainter) as OilPainter;
        }
        
        private function loop(e:Event):void 
        {
            vehicle.wander();
            vehicle.update();
            oilPainter._move(vehicle.x, vehicle.y);
            if (c++ % 2000==0)
            {
                c = 1;
                oilPainter.clearIt();
            }

        }
        
    }

}
    import com.bit101.components.CheckBox;
    import com.bit101.components.HUISlider;
    import com.bit101.components.Label;
    import com.bit101.components.Panel;
    import com.bit101.components.PushButton;
    import com.bit101.components.RadioButton;
    import com.bit101.components.VBox;
    import flash.display.Bitmap;
    import flash.display.BitmapData;
    import flash.display.CapsStyle;
    import flash.display.DisplayObject;
    import flash.display.DisplayObjectContainer;
    import flash.display.Graphics;
    import flash.display.LineScaleMode;
    import flash.display.Sprite;
    import flash.events.Event;
    import flash.events.MouseEvent;
    import flash.events.TimerEvent;
    import flash.geom.ColorTransform;
    import flash.utils.Timer;
    class OilPainter extends Sprite {
        private var cnavasSprite:Sprite;
        private var prevX:int;
        private var prevY:int;
        private var startPosX:int;
        private var startPosY:int;
        private var disX:Number;
        private var disY:Number;
        private var color:uint;
        private var bitmapData:BitmapData;
        private var capsstyle:String=CapsStyle.ROUND;
        private var lineScaleMode:String=LineScaleMode.NONE;
        private var dispersion:HUISlider;
        private var sizeFactor:HUISlider;
        private var panel:Panel;
        private var angle:HUISlider;
        private var vbox:VBox;
        public function OilPainter() {
            addEventListener(Event.ADDED_TO_STAGE, init);
            //stage.addEventListener(MouseEvent.MOUSE_MOVE, _move);
            //stage.addEventListener(MouseEvent.MOUSE_DOWN,_down)
            cnavasSprite = addChild(new Sprite()) as Sprite;
            panel = new Panel(this, 10, 10);
            panel.alpha = 0.87;
            panel.visible = false;
            vbox = new VBox(panel, 10, 0);
            panel.setSize(200, 250);
            new CheckBox(this, 0, 0, '', doPanelVisibility);
            radioButtonGroup('caps style',[CapsStyle.NONE,CapsStyle.ROUND,CapsStyle.SQUARE],'g1',onG1,1);
            radioButtonGroup('Line Scale Mode', [LineScaleMode.HORIZONTAL, LineScaleMode.VERTICAL, LineScaleMode.NORMAL, LineScaleMode.NONE], 'g2', onG2, 3);
            SCRadioButton.clearIt();
            cnavasSprite .doubleClickEnabled = true;
            bitmapData = new BitmapData(465, 465);
            //addChild(new Bitmap(bitmapData));
            dispersion = new HUISlider(null, 0, 0, "dispersion");
            dispersion.maximum = 10;
            dispersion.value = 10;
            
            sizeFactor = new HUISlider(null, 0, 0, 'size factor');
            sizeFactor.minimum = 10;
            sizeFactor.maximum = 100;
            sizeFactor.value = 15;
            angle = new HUISlider(null, 0, 0, 'angle');
            angle.maximum = Math.PI;
            angle.value = 0.5;
            
            addChildToVBox(angle);
            addChildToVBox(sizeFactor);
            addChildToVBox(dispersion);
            
            addChildToVBox(new PushButton(vbox, 0, 0, 'clear', doClear));
        }
        
        private function doClear(e:Event):void 
        {
            clearIt();    
        }
        
        private function doPanelVisibility(e:Event):void 
        {
            panel.visible=!panel.visible
        }
        
        private function onG2(e:Event):void 
        {
            lineScaleMode = SCRadioButton(e.target).label;
            trace( "lineSacleMode : " + lineScaleMode );
        }
        
        private function onG1(e:Event):void 
        {
            capsstyle = SCRadioButton(e.target).label;
            trace( "capsstyle : " + capsstyle );
        }
        
        private function init(e:Event):void 
        {
            trace( "OilPainter.init > e : " + e );
            removeEventListener(Event.ADDED_TO_STAGE, init);
            stage.addEventListener(MouseEvent.DOUBLE_CLICK,onMouseDoubleClick)
        }
        private function onMouseDoubleClick(e:MouseEvent):void {
            trace( "OilPainter.onMouseDoubleClick > e : " + e );
             cnavasSprite.graphics.clear();
        }
        public function clearIt():void 
        {
            onMouseDoubleClick(null);
        }
        private function _down(e:MouseEvent):void {
            color = Math.random() * 0xFFFFFF;    
        }
        
        private function radioButtonGroup(namem:String,labels:Array,groupName:String,callBack:Function,selected:int=-1):void 
        {
            var al:uint = labels.length;
            var vboxl:VBox = new VBox(null, 0, 0);
            new Label(vboxl, 0, 0, namem);
            for (var i:int = 0; i < al; i++) 
            {
                
                var radioButton:SCRadioButton = new SCRadioButton(vboxl, 0, 0, labels[i], i==selected, callBack);
                radioButton.groupName = groupName;
                radioButton
                
            }
            addChildToVBox(vboxl);
        }
        
        private function addChildToVBox(dobj:DisplayObject):void 
        {
            vbox.addChildAt(dobj, vbox.numChildren);
        }
        //private function _move(e:MouseEvent):void {
        public function _move(ex:Number, ey:Number):void {
            SCRadioButton.clearIt();
            //cnavasSprite.graphics.clear();
            var rrr:Number;
            var distance:Number = Math.sqrt((prevX - startPosX)*(prevX - startPosX) + (prevY - startPosY)*(prevY - startPosY))
            var a:Number = distance * dispersion.value * (Math.pow(Math.random(),2)- 0.5)
            var r:Number = Math.random() - 0.5
            var size:Number = Math.random() * sizeFactor.value / distance
            var ang:Number =  angle.value;
            disX = (prevX - startPosX) * Math.sin(ang) + startPosX;
            disY = (prevY - startPosY) * Math.cos(ang) + startPosY;
            startPosX = prevX;
            startPosY = prevY;
            prevX = ex;
            prevY = ey;
            
            cnavasSprite.graphics.moveTo(startPosX, startPosY);
            cnavasSprite.graphics.curveTo(disX,disY,prevX,prevY)
            cnavasSprite.graphics.lineStyle(
                    (Math.random() + 20 / 10 - 0.5) * size + (1 - Math.random() + 30 / 20 - 0.5) * size, 
                    color,
                    1, 
                    false, 
                    lineScaleMode,
                    capsstyle
                    );    
            cnavasSprite.graphics.moveTo(startPosX + a, startPosY + a);
            cnavasSprite.graphics.lineTo(startPosX+r+a, startPosY+r+a);
            cnavasSprite.graphics.endFill();
            //bitmapData.draw(cnavasSprite);
        }
    }
class Vector2D {
    private var _x:Number;
    private var _y:Number;
    public function Vector2D(x:Number = 0, y:Number = 0) {
        _x = x;
        _y = y;
    }
    
    /**
     * draw 
     */
    public function draw(graphics:Graphics, color:uint):void {
        graphics.lineStyle(0, color);
        graphics.moveTo(0, 0);
        graphics.lineTo(_x, _y);
    }
    public function get x():Number { return _x; }
    public function set x(value:Number):void 
    {
        _x = value;
    }
    
    public function get y():Number { return _y; }
    public function set y(value:Number):void 
    {
        _y = value;
    }
    
    /**
     * 複製する
     * @return
     */
    public function clone():Vector2D {
        return new Vector2D(_x, _y);
    }
    /**
     * ベクトルをゼロに
     * @return
     */
    public function zero():Vector2D {
        _x = _y = 0;
        return this;
    }
    
    /**
     * ベクトルがゼロか?
     * @return
     */
    public function isZero():Boolean {
        return _x == 0 && _y == 0;
    }
    
    /**
     * ベクトルの大きさを指定したサイズに
     */
    public function set length(value:Number):void {
        var a:Number = angle;
        _x = Math.cos(a) * value;
        _y = Math.sin(a) * value;
    }
    
    /**
     * ベクトルの長さ
     */
    public function get length():Number {
        return Math.sqrt(lengthSQ);
    }
    
    /**
     * ベクトルの長さの2乗
     */
    public function get lengthSQ():Number {
        return _x * _x + _y * _y;
    }
    
    public function get angle():Number {
        return  Math.atan2(_y, _x);
    }
    
    public function set angle(value:Number):void 
    {
        var len:Number = length;
        _x = Math.cos(value) * len;
        _y = Math.sin(value) * len;
    }
    
    
    /**
     * ベクトルを正規化する
     * ベクトルが0の場合、結果を(1,0)とする
     * @return
     */
    public function normalize():Vector2D {
        if (length == 0) {
            _x = 1;
        }else {
            var len:Number = length;        
            _x /= len;
            _y /= len;
            
        }
        return this;
    }
    /**
     * ベクトルの大きさをmaxまでにカットする。
     * @param    max
     * @return
     */
    public function truncate(max:Number):Vector2D {
        var len:Number = length;
        if (len > max) {
            length = max;
        }
        return this;
    }
    /**
     * ベクトルの向きを逆に
     * @return
     */
    public function reverse():Vector2D {
        _x = -_x;
        _y = -_y;
        return this;
    }
    /**
     * ベクトルが正規化されているか?
     * @return
     */
    public function isNormalized():Boolean {
        return length == 1.0;
    }
    
    /**
     * ベクトル Vとの内積を求める
     * @param    v
     * @return
     */
    public function dotProduct(v:Vector2D):Number {
        return _x * v._x + _y * v._y;
    }
    
    /**
     * 内積からベクトルのなす角を求める -PI/2 ~ PI/2
     * @param    v1
     * @param    v2
     * @return
     */
    public static function angleBetween(v1:Vector2D, v2:Vector2D):Number {
        if (!v1.isNormalized()) v1 = v1.clone().normalize();
        if (!v2.isNormalized()) v2 = v2.clone().normalize();
        
        return Math.acos(v1.dotProduct(v2));
    }
    /**
     * ベクトルvが右にあるか左にあるか、
     * @param    v
     * @return
     */
    public function sign(v:Vector2D):int {
        return this.perp.dotProduct(v) < 0 ? -1 : 1;
    }
    
    /**
     * 直交するベクトル
     */
    public function get perp():Vector2D {
        return new Vector2D( -y, x);
    }
    
    public function distance(v:Vector2D):Number {
        return Math.sqrt(distanceSQ(v));
    }
    public function distanceSQ(v:Vector2D):Number {
        var dx:Number = v._x - _x;
        var dy:Number = v._y - _y;
        return dx * dx + dy * dy;
    }
    
    public function add(v:Vector2D):Vector2D {
        return new Vector2D(_x + v._x, _y + v._y);
    }
    public function subtract(v:Vector2D):Vector2D {
        return new Vector2D(_x - v._x, _y - v._y);
    }
    
    public function multiply(value:Number):Vector2D {
        return new Vector2D(_x * value, _y * value);
    }
    
    public function divide(value:Number):Vector2D{
        if (value == 0) {}//後で考える
        return new Vector2D(_x / value, _y / value);
    }
    
    public function equals(v:Vector2D):Boolean {
        return _x == v._x && _y == v._y;
    }
    
    public function toString():String {
        return "[Vector2D( x:" + _x + ", y:" + _y + ", )]";
    }
}

class Vehicle  {
    protected var _mass:Number = 1.0;
    protected var _maxSpeed:Number = 10;
    protected var _position:Vector2D;
    protected var _velocity:Vector2D;
    
    private var _edgeBehavior:Function;
    
    public static const WRAP:String = "wrap";
    public static const BOUNCE:String = "bounce";
    
    private var _maxForce:Number = 1;
    private var _steeringForce:Vector2D;
    private var _arrivalThreshold:Number = 100;
    private var _wanderAngle:Number = 0;
    private var _wanderDistance:Number = 3;
    private var _wanderRadius:Number = 10;
    private var _wanderRange:Number = 3;

    private var _avoidDistance:Number = 100;
    private var _avoidBuffer:Number = 10;

    private var _pathIndex:int = 0;
    private var _pathThreshold:Number = 20;
    private var _tooCloseDist:Number = 30;
    private var _inSightDist:Number = 200;
    private var sprite:Sprite;
    
    public function Vehicle(sprite:Sprite=null) {
        this.sprite = sprite;
        _steeringForce = new Vector2D();

        _position = new Vector2D();
        _velocity = new Vector2D();
        _edgeBehavior = wrap;
        draw();
        
    }
    
    protected function draw():void
    {
        if (!sprite) 
        {
            return;
        }
        var g:Graphics = sprite.graphics;
        g.clear();
        g.lineStyle(0);
        g.moveTo(10, 0);
        g.lineTo( -10, 5);
        g.lineTo( -10, -5);
        g.lineTo(10, 0);
    }
    public function update():void {
        _steeringForce.truncate(maxForce);
        _steeringForce = _steeringForce.divide(_mass);
        _velocity = _velocity.add(_steeringForce);
        
        _velocity.truncate(_maxSpeed);
        
        _steeringForce.x = _steeringForce.y = 0;
        _position = _position.add(_velocity);
        
        _edgeBehavior();
        x = position.x;
        y = position.y;
        
        sprite.rotation = _velocity.angle * 180 / Math.PI;
    }
    /**
     * 跳ね返る
     */
    private function bounce():void {
        if (sprite.stage != null) {
            var w:Number = sprite.stage.stageWidth;
            var h:Number = sprite.stage.stageHeight;
            
            if (position.x > w) {
                position.x = w;
                _velocity.x *= -1;
            }else if(position.x < 0){
                position.x = 0;
                _velocity.x *= -1;
            }
            
            if (position.y > h) {
                position.y = h;
                _velocity.y *= -1;
            }else if (position.y < 0) {
                position.y = 0
                _velocity.y *= -1;
            }
        }
    }
    /**
     * 反対側に移動する。
     */
    private function wrap():void {
        if (sprite.stage != null) {
            var w:Number = sprite.stage.stageWidth;
            var h:Number = sprite.stage.stageHeight;
            
            if (position.x > w) position.x = 0;
            if (position.x < 0) position.x = w;
            if ( position.y > h) position.y = 0;
            if ( position.y < 0) position.y = h;
            
        }
    }
    public function get edgeBehavior():String{
        if ( _edgeBehavior == bounce) return Vehicle.BOUNCE;
        if (_edgeBehavior == wrap) return Vehicle.WRAP;
        return "";
    }
    public function set edgeBehavior(value:String):void{
        switch(value) {
        case Vehicle.BOUNCE:
            _edgeBehavior = bounce;
            break;
        case Vehicle.WRAP:
        default:
            _edgeBehavior = wrap;
            break;
        }        
    }
    public function get mass():Number { return _mass; }
    public function set mass(value:Number):void 
    {
        _mass = value;
    }
    
    public function get maxSpeed():Number { return _maxSpeed; }
    public function set maxSpeed(value:Number):void 
    {
        _maxSpeed = value;
    }
    
    public function get position():Vector2D { return _position; }
    public function set position(value:Vector2D):void 
    {
        _position = value;
        x = _position.x;
        y = _position.y;
    }
    
    public function get velocity():Vector2D { return _velocity; }
    public function set velocity(value:Vector2D):void 
    {
        _velocity = value;
    }
    
    public function set x(value:Number):void 
    {
        sprite.x = value;
        _position.x = value;
    }
    
    public function set y(value:Number):void 
    {
        sprite.y = value;
        _position.y = value;
    }
    
    public function get maxForce():Number { return _maxForce; }
    
    public function set maxForce(value:Number):void 
    {
        _maxForce = value;
    }
    
    public function get pathIndex():int { return _pathIndex; }
    
    public function set pathIndex(value:int):void 
    {
        _pathIndex = value;
    }
    
    public function get pathThreshold():Number { return _pathThreshold; }
    
    public function set pathThreshold(value:Number):void 
    {
        _pathThreshold = value;
    }
    
    public function get inSightDist():Number { return _inSightDist; }
    public function set inSightDist(value:Number):void 
    {
        _inSightDist = value;
    }
    
    public function get tooCloseDist():Number { return _tooCloseDist; }
    public function set tooCloseDist(value:Number):void 
    {
        _tooCloseDist = value;
    }
    
    /**
     * Seek behavior
     * @param    target
     */
    public function seek(target:Vector2D):void {
        var desiredVelocity:Vector2D = target.subtract(_position);
        desiredVelocity.normalize();
        desiredVelocity = desiredVelocity.multiply(_maxSpeed);
        var force:Vector2D = desiredVelocity.subtract(_velocity);
        
        _steeringForce = _steeringForce.add(force);
    }
    
    public function flee(target:Vector2D):void {
        var desiredVelocity:Vector2D = target.subtract(_position);
        desiredVelocity.normalize();
        desiredVelocity = desiredVelocity.multiply(_maxSpeed);
        var force:Vector2D = desiredVelocity.subtract(_velocity);
        
        _steeringForce = _steeringForce.subtract(force);        
    }
    public function arrive(target:Vector2D):void {
        var desiredVelocity:Vector2D = target.subtract(_position);
        desiredVelocity.normalize();
        
        
        var dist:Number = _position.distance(target);
        if (dist > _arrivalThreshold) {
            desiredVelocity = desiredVelocity.multiply(_maxSpeed);
        }else {
            //_arrivalThresholdまで近づいたらスピードダウン
            desiredVelocity = desiredVelocity.multiply(_maxSpeed * dist / _arrivalThreshold);
        }
        var force:Vector2D = desiredVelocity.subtract(_velocity);
        _steeringForce = _steeringForce.add(force);
    }
    
    public function pursue(target:Vehicle):void {
        //現在位置からターゲットまでかかる時間
        var lookAheadTime:Number = position.distance(target.position) / _maxSpeed;
        
        var predictedTarget:Vector2D = target.position.add(target.velocity.multiply(lookAheadTime));
        seek(predictedTarget);
    }
    
    public function evade(target:Vehicle):void {
        //現在位置からターゲットまでかかる時間
        var lookAheadTime:Number = position.distance(target.position) / _maxSpeed;
        
        var predictedTarget:Vector2D = target.position.subtract(target.velocity.multiply(lookAheadTime));
        flee(predictedTarget);
    }
    public function wander():void {
        //進行方向から_wanderDistance進んだ位置をcenter
        var center:Vector2D = velocity.clone().normalize().multiply(_wanderDistance);
        
        //centerからのずれ
        var offset:Vector2D = new Vector2D(0,0);
        offset.length = _wanderRadius;
        offset.angle = _wanderAngle;
        _wanderAngle += Math.random() * _wanderRange - _wanderRange * 0.5;
        
        var force:Vector2D = center.add(offset);
        _steeringForce = _steeringForce.add(force);
    }
    
    public function avoid(circles:Array):void {
        var i:int;
        var len:int = circles.length;
        var c:Circle;
        var heading:Vector2D;
        var feeler:Vector2D;
        var projection:Vector2D;
        var dist:Number;
        var force:Vector2D;
        
        for (i = 0; i < len; i++) {
            heading = _velocity.clone().normalize();
            c = circles[i] as Circle;
            
            var difference:Vector2D = c.position.subtract(_position);
            var dotProd:Number = difference.dotProduct(heading);
            
            //進行方向前方にCircleがあるか?
            if (dotProd > 0) {
                feeler = heading.multiply(_avoidDistance);
                projection = heading.multiply(dotProd);
                dist = projection.subtract(difference).length;
                
                //衝突するか?
                if (dist < c.radius + _avoidBuffer && projection.length < feeler.length) {
                    force = heading.multiply(_maxSpeed);
                    force.angle += difference.sign(_velocity) * Math.PI / 2;
                    
                    force = force.multiply(1.0 - projection.length / feeler.length);
                    
                    _steeringForce  = _steeringForce.add(force);
                    
                    //スピードを落とす
                    _velocity = _velocity.multiply(projection.length / feeler.length);
                }
                
            }
        }
    }
    public function followPath(path:Array, loop:Boolean = false):void {
        var wayPoint:Vector2D = path[_pathIndex] as Vector2D;
        if (wayPoint == null) return;
        
        if (_position.distance(wayPoint) < _pathThreshold) {
            if (_pathIndex >= path.length - 1) {
                if (loop) {
                    _pathIndex = 0;
                }
            }else {
                _pathIndex++;
            }
        }
        if (_pathIndex >= path.length - 1 && !loop) {
            arrive(wayPoint);
        }else {
            seek(wayPoint);
        }
    }
    
    /**
     * flocking
     * @param    vehicles
     */
    public function flock(vehicles:Array):void {
        var averageVelocity:Vector2D = _velocity.clone();
        var averagePosition:Vector2D = new Vector2D();
        var inSightCount:int = 0;
        
        var len:int = vehicles.length;
        var v:Vehicle;
        
        /*
         * inSightの範囲にある他のVehicleの平均位置と速度を求める。
         * 近づきすぎている場合は、fleeする。
         */
        for (var i:int = 0; i < len; i++) {
            v = vehicles[i] as Vehicle;
            if (v != this && inSight(v)) {
                averageVelocity = averageVelocity.add(v.velocity);
                averagePosition = averagePosition.add(v.position);
                
                if (tooClose(v)) {
                    flee(v.position);
                }
                
                inSightCount++;
            }
        }
        if (inSightCount > 0) {
            averagePosition = averagePosition.divide(inSightCount);
            averageVelocity = averageVelocity.divide(inSightCount);
            
            //求めた平均位置に向かって移動する。
            seek(averagePosition);
            
            //速度を求めた平均速度へと変化させる方向に力を加える
            _steeringForce.add(averageVelocity.subtract(_velocity));
        }
    }
    public function tooClose(vehicle:Vehicle):Boolean {
        return _position.distance(vehicle.position) < _tooCloseDist;
    }
    public function inSight(vehicle:Vehicle):Boolean {
        if (_position.distance(vehicle.position) > _inSightDist) {
            return false;
        }
        var heading:Vector2D = _velocity.clone().normalize();
        var difference:Vector2D = vehicle.position.subtract(_position);
        var dotProd:Number = difference.dotProduct(heading);
        if (dotProd < 0) return false;
        return true;
    }
    public function get x():Number { return sprite.x; }
    public function get y():Number { return sprite.y; }
}
class Circle extends Sprite {
    private var _radius:Number;
    private var _color:uint;
    public function Circle(radius:Number, color:uint = 0x000000) {
        _radius = radius;
        _color = color;
        graphics.lineStyle(0, _color);
        graphics.drawCircle(0, 0, _radius);
    }
    
    public function get radius():Number { return _radius; }
    public function set radius(value:Number):void 
    {
        _radius = value;
    }
    public function get position():Vector2D {
        return new Vector2D(x, y);
    }
}
class SCRadioButton extends RadioButton
{
    
    public function SCRadioButton(parent:DisplayObjectContainer = null, xpos:Number = 0, ypos:Number =  0, label:String = "", checked:Boolean = false, defaultHandler:Function = null)
    {
        super(parent, xpos , ypos  , label, checked, defaultHandler);
    }
    
    
    public static function clearIt():void
    {
        var colorTransform:ColorTransform;
        for(var i:uint = 0; i < buttons.length; i++)
        {
            colorTransform = SCRadioButton(buttons[i]).selected? new ColorTransform(1, 0, 0, 1):    new ColorTransform(0, 1, 0, 1);
            Sprite(SCRadioButton(buttons[i]).button()).transform.colorTransform = colorTransform;
        }
    }
    
    public function button():Sprite 
    {
        return _button;
    }
    
    override protected function onClick(event:MouseEvent):void 
    {
        super.onClick(event);
        SCRadioButton.clearIt();
        addEventListener(Event.ENTER_FRAME, only_once);
        //var timer:Timer = new Timer(100,1);
        //timer.addEventListener(TimerEvent.TIMER_COMPLETE, function(e:TimerEvent):void { SCRadioButton.clearIt(); }, false, 0, true);
        //timer.start();
    }
    
    private function only_once(e:Event):void 
    {
        removeEventListener(Event.ENTER_FRAME, only_once);
        SCRadioButton.clearIt();
    }
    
    
}