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Michael Bay simulator.swf

This is the info page for
Flash #165624

(Click the ID number above for more basic data on this flash file.)


ActionScript [AS3]
Section 1
//IFlexAsset (mx.core.IFlexAsset) package mx.core { public interface IFlexAsset { } }//package mx.core
Section 2
//mx_internal (mx.core.mx_internal) package mx.core { public namespace mx_internal = "http://www.adobe.com/2006/flex/mx/internal"; }//package mx.core
Section 3
//SoundAsset (mx.core.SoundAsset) package mx.core { import flash.media.*; public class SoundAsset extends Sound implements IFlexAsset { mx_internal static const VERSION:String = "2.0.0.0"; } }//package mx.core
Section 4
//Explosion (Explosion) package { import flash.display.*; import flash.geom.*; public class Explosion { private const P_COUNT:int = 3000; private const EXPLOSION_MAX_VELOCITY:Number = 2; private const EXPLOSION_MAX_HEAT:int = 2; private const PARTICLE_DAMP_MOVE:Number = 0.99; private const EXPLOSION_RADIUS:int = 24; private const PARTICLE_DAMP_ENERGIE:Number = 0.97; private const PARTICLE_CHAOTIC_MOVE:Number = 0.1825; private const PCOUNT_EACH_FRAME:int = 100; private var c_particles:Array; private var t_particles:Array; private var transform:ColorTransform; private var energie:Number; public function Explosion(_arg1:Number, _arg2:Number){ init(_arg1, _arg2); } private function init(_arg1:Number, _arg2:Number):void{ var _local3:Number; var _local4:Number; var _local5:Number; var _local6:Particle; var _local7:int; t_particles = new Array(); c_particles = new Array(); energie = 1; _local7 = 0; while (_local7 < P_COUNT) { _local3 = ((Math.random() * Math.PI) * 2); _local4 = (Math.random() * EXPLOSION_MAX_VELOCITY); _local5 = (Math.random() * EXPLOSION_RADIUS); _local6 = new Particle((_arg1 + (Math.sin(_local3) * _local5)), (_arg2 + (Math.cos(_local3) * _local5)), (Math.sin(_local3) * _local4), ((Math.cos(_local3) * _local4) - (Math.random() * EXPLOSION_MAX_HEAT)), 1, PARTICLE_DAMP_ENERGIE); t_particles.push(_local6); _local7++; }; } public function render(_arg1:BitmapData):void{ var _local2:Particle; var _local3:Number; var _local4:Number; var _local5:Number; var _local6:Number; var _local7:int; var _local8:int; if (t_particles.length >= PCOUNT_EACH_FRAME){ c_particles = c_particles.concat(t_particles.splice(-(PCOUNT_EACH_FRAME))); } else { if (t_particles.length > 0){ c_particles = t_particles.splice(); }; }; _local8 = c_particles.length; while (--_local8 > -1) { _local2 = c_particles[_local8]; _local3 = _local2.sx; _local4 = _local2.sy; _local5 = _local2.vx; _local6 = _local2.vy; _local5 = (_local5 + ((Math.random() / (0.5 / PARTICLE_CHAOTIC_MOVE)) - PARTICLE_CHAOTIC_MOVE)); _local6 = (_local6 + ((Math.random() / (0.5 / PARTICLE_CHAOTIC_MOVE)) - PARTICLE_CHAOTIC_MOVE)); if (_local2.energie < 0.1){ c_particles.splice(_local8, 1); }; _local2.energie = (_local2.energie * _local2.energieDamp); _arg1.setPixel(_local3, _local4, int((_local2.energie * 0xFF))); _local3 = (_local3 + _local5); _local4 = (_local4 + _local6); _local5 = (_local5 * PARTICLE_DAMP_MOVE); _local6 = (_local6 * PARTICLE_DAMP_MOVE); _local2.sx = _local3; _local2.sy = _local4; _local2.vx = _local5; _local2.vy = _local6; }; } } }//package
Section 5
//Gradient (Gradient) package { import flash.display.*; import flash.geom.*; public class Gradient { private static const IDENTITY:Matrix = new Matrix(); public static function getArray(_arg1:Array, _arg2:Array, _arg3:Array):Array{ var _local4:Array; var _local5:Shape; var _local6:Matrix; var _local7:BitmapData; var _local8:Graphics; var _local9:uint; var _local10:int; _local4 = new Array(); _local5 = new Shape(); _local6 = new Matrix(); _local7 = new BitmapData(0x0100, 1, true, 0); _local8 = _local5.graphics; _local6.createGradientBox(0x0100, 0x0100, 0, 0, 0); _local8.clear(); _local8.beginGradientFill("linear", _arg1, _arg2, _arg3, _local6); _local8.drawRect(0, 0, 0x0100, 0x0100); _local8.endFill(); _local7.draw(_local5, IDENTITY); _local10 = 0; while (_local10 < 0x0100) { _local9 = _local7.getPixel32(_local10, 0); _local4.push(_local9); _local10++; }; return (_local4); } } }//package
Section 6
//Main (Main) package { import flash.events.*; import flash.display.*; import flash.geom.*; import flash.filters.*; import flash.media.*; public class Main extends Sprite { private const EXPLOSION_BLUR_QUALITY:int = 1; private const ORIGIN:Point; private const HEIGHT:int = 384; private const EXPLOSION_BLUR_STRENGTH:int = 2; private const WIDTH:int = 384; private var output:BitmapData; private var explosions:Array; private var buffer:BitmapData; private var blur:BlurFilter; private var fireColors:Array; private var explosionSound:Sound; private var ExplosionSoundAsset:Class; public function Main(){ ORIGIN = new Point(); ExplosionSoundAsset = Main_ExplosionSoundAsset; super(); init(); } private function init():void{ buffer = new BitmapData(WIDTH, HEIGHT, false, 0); output = new BitmapData(WIDTH, HEIGHT, false, 0); explosionSound = Sound(new ExplosionSoundAsset()); blur = new BlurFilter(EXPLOSION_BLUR_STRENGTH, EXPLOSION_BLUR_STRENGTH, EXPLOSION_BLUR_QUALITY); fireColors = Gradient.getArray([0, 0, 0x333333, 0xFF0000, 0xFFFF00, 0xFFFFFF], [0, 0, 1, 1, 1, 1], [0, 34, 68, 85, 136, 0xFF]); addChild(new Bitmap(output)); explosions = new Array(); stage.addEventListener(MouseEvent.MOUSE_DOWN, createExplosion); stage.addEventListener(Event.ENTER_FRAME, render); } private function createExplosion(_arg1:Event):void{ var _local2:Explosion; _local2 = new Explosion(mouseX, mouseY); explosions.push(_local2); explosionSound.play(); } private function render(_arg1:Event):void{ var _local2:Explosion; var _local3:int; _local3 = explosions.length; while (--_local3 > -1) { _local2 = explosions[_local3]; _local2.render(buffer); }; buffer.applyFilter(buffer, buffer.rect, ORIGIN, blur); output.copyPixels(buffer, buffer.rect, ORIGIN); output.paletteMap(output, output.rect, ORIGIN, [], [], fireColors, []); } } }//package
Section 7
//Main_ExplosionSoundAsset (Main_ExplosionSoundAsset) package { import mx.core.*; public class Main_ExplosionSoundAsset extends SoundAsset { } }//package
Section 8
//Particle (Particle) package { public class Particle { public var vx:Number; public var vy:Number; public var sx:Number; public var sy:Number; public var energie:Number; public var energieDamp:Number; public function Particle(_arg1:Number, _arg2:Number, _arg3:Number, _arg4:Number, _arg5:Number, _arg6:Number){ this.sx = _arg1; this.sy = _arg2; this.vx = _arg3; this.vy = _arg4; this.energie = _arg5; this.energieDamp = _arg6; } } }//package

Library Items

Symbol 1 Sound {Main_ExplosionSoundAsset} [Main_ExplosionSoundAsset]

Special Tags

FileAttributes (69)Timeline Frame 1Access network only, Metadata not present, AS3.
ScriptLimits (65)Timeline Frame 1MaxRecursionDepth: 1000, ScriptTimeout: 60 seconds
ExportAssets (56)Timeline Frame 1Symbol 1 as "Main_ExplosionSoundAsset"
SerialNumber (41)Timeline Frame 126 bytes "..........\0.......ƿ....."

Labels

"Main"Frame 1




http://swfchan.com/34/165624/info.shtml
Created: 9/8 -2019 03:29:47 Last modified: 9/8 -2019 03:29:47 Server time: 28/04 -2024 19:47:35