25Line January Entry

Jan 23, 2009

Here was my 25Line entry for the January contest, mine is #23. I almost didn't enter the contest, but I saw a blog post by Keith and noticed there was only 13 entries and figured I had a chance. But I thought I only had 2 days to build my entry (it was very close to the deadline) so I decided to re-purpose my Fireworks entry into a game. From what I learned from the first contest I managed to shrink my fireworks entry small enough that even with the added game logic it's only 24 lines.

Although after I rushed to get my entry together he extended the deadline another 3 days. If I knew about this from the get go I probably would have made a new original entry... oh well. Next time I'm definitely going to try something different. Sigh.. and from the looks of it, I made it into the top twelve again but no where near good enough to win. There's always next time I suppose.

Details

I did want to point out a few interesting tricks I had learned and applied this time around. Like how to create and draw an entire shape in one line.

Drawing

This line of code draws the turret used in the game, and adds it to the stage. The turret itself consists of a rectangle and a circle. But since it uses drawGraphicData i couldn't just use drawCircle() I had to actually figure out the curveTos which was a huge pain.

(data.turret = addChild(new Sprite()) as Sprite).graphics.drawGraphicsData(Vector.<IGraphicsData>([new GraphicsStroke(1, true, "normal", "square", "miter", 8, new GraphicsSolidFill(0x333333)), new GraphicsSolidFill(0xCCCCCC), new GraphicsPath(Vector.<int>([1,3,3,3,3,3,3,3,3]),Vector.<Number>([0, -10, 5, -10, 7.5, -7.5, 10, -5, 10, 0, 10, 5, 7.5, 7.5, 5, 10, 0, 10, -5, 10, -7.5, 7.5, -10, 5, -10, 0, -10, -5, -7.5, -7.5, -5, -10, 0, -10]), GraphicsPathWinding.NON_ZERO), new GraphicsSolidFill(0xCCCCCC), new GraphicsPath(Vector.<int>([1,2,2,2,2]),Vector.<Number>([-1, -4, 15, -4, 15, 4, -1, 4, -1, -4]), GraphicsPathWinding.NON_ZERO), new GraphicsEndFill()]));

Re-Use

Another trick I learned was re-purposing as many variables as possible. So in the line below, I wanted to initialize my textfield I used to display the scores. This sets the width, height of the textfield, sets the selectable, mouseChildren and multiline properties of the textfield all while being part of a simple if statement to control the actual timed creation of the ships.

((data.time = getTimer()) < 1500) ? stage.mouseChildren = data.txt.selectable = !(data.txt.multiline = Boolean(data.txt.height = data.txt.width = 800)) : ((data.time - data.prevTime) >= 2000 && data.lives > 0) ? emit("ship", { x:(Math.random() * 775) + 20, y:0 } ) : null;

Transform Matrix

Another useful trick is to use the transform matrix instead of setting the x, y, width, height, rotation properties all on separate or mushed lines. The line below sets the turret to it's initial position, and updates it's rotation so it always points at the mouse.

data.turret.transform.matrix = new Matrix(data.turret.scaleX * Math.cos((Math.atan2(data.turret.y - stage.mouseY, data.turret.x - stage.mouseX) * 360 / (Math.PI * 2) - 180) *  Math.PI / 180), (data.turret.scaleY) * Math.sin((Math.atan2(data.turret.y - stage.mouseY, data.turret.x - stage.mouseX) * 360 / (Math.PI * 2) - 180) *  Math.PI / 180), -(data.turret.scaleY) * Math.sin((Math.atan2(data.turret.y - stage.mouseY, data.turret.x - stage.mouseX) * 360 / (Math.PI * 2) - 180) *  Math.PI / 180), data.turret.scaleX * Math.cos((Math.atan2(data.turret.y - stage.mouseY, data.turret.x - stage.mouseX) * 360 / (Math.PI * 2) - 180) *  Math.PI / 180), 400, 785);
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/**
 * 25-Line ActionScript Contest Entry
 * 
 * Project: Invaders (High Score : 61)
 * Author:  Gabriel Mariani
 * Date:    Jan 13th 2009
 * 
 * 
 * Permission is hereby granted, free of charge, to any person obtaining a copy
 * of this software and associated documentation files (the "Software"), to deal
 * in the Software without restriction, including without limitation the rights
 * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
 * copies of the Software, and to permit persons to whom the Software is
 * furnished to do so, subject to the following conditions:
 * 
 * The above copyright notice and this permission notice shall be included in
 * all copies or substantial portions of the Software.
 * 
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
 * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
 * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
 * THE SOFTWARE.
 */

// 3 free lines! Alter the parameters of the following lines or remove them.
// Do not substitute other code for the three lines in this section
[SWF(width=800, height=800, backgroundColor=0x000000, frameRate=24)]
stage.align = StageAlign.TOP_LEFT;
stage.scaleMode = StageScaleMode.NO_SCALE;
// 25 lines begins here!
// 1 Init variables
var data:Object = {so:SharedObject.getLocal("invaders"), txt:addChild(new TextField()) as TextField, canShoot:true, time:0, prevTime:0, prevShootTime:0, tempx:0, score:0, lives:10, holder:addChild(new Sprite()) as Sprite, _p:new Dictionary(), bmp:addChild(new Bitmap(new BitmapData(800, 800, true, 0))) as Bitmap};
// 2 Draw turret
(data.turret = addChild(new Sprite()) as Sprite).graphics.drawGraphicsData(Vector.<IGraphicsData>([new GraphicsStroke(1, true, "normal", "square", "miter", 8, new GraphicsSolidFill(0x333333)), new GraphicsSolidFill(0xCCCCCC), new GraphicsPath(Vector.<int>([1,3,3,3,3,3,3,3,3]),Vector.<Number>([0, -10, 5, -10, 7.5, -7.5, 10, -5, 10, 0, 10, 5, 7.5, 7.5, 5, 10, 0, 10, -5, 10, -7.5, 7.5, -10, 5, -10, 0, -10, -5, -7.5, -7.5, -5, -10, 0, -10]), GraphicsPathWinding.NON_ZERO), new GraphicsSolidFill(0xCCCCCC), new GraphicsPath(Vector.<int>([1,2,2,2,2]),Vector.<Number>([-1, -4, 15, -4, 15, 4, -1, 4, -1, -4]), GraphicsPathWinding.NON_ZERO), new GraphicsEndFill()]));
// 3 Draw terrain
(data.terrain = addChild(new Sprite()) as Sprite).graphics.drawGraphicsData(Vector.<IGraphicsData>([new GraphicsSolidFill(0xFFFFFF),new GraphicsPath(Vector.<int>([1,2,2,2,2,2,2,2,2,2,2,2]),Vector.<Number>([0, 790, 100, 780, 200, 785, 300, 775, 400, 795, 500, 780, 600, 760, 700, 780, 800, 780, 800, 800, 0, 800, 0, 790]), GraphicsPathWinding.NON_ZERO), new GraphicsStroke(1, true, "normal", "square", "miter", 8, new GraphicsSolidFill(0x333333)), new GraphicsSolidFill(0xCCCCCC),new GraphicsPath(Vector.<int>([1,2,2,2,2]),Vector.<Number>([380, 785, 420, 785, 420, 800, 380, 800, 380, 785]), GraphicsPathWinding.NON_ZERO), new GraphicsEndFill()]));
// 4 Listen for mouse click. If player has lives and can shoot, shoot. Otherwise reset game
stage.addEventListener(MouseEvent.CLICK, function():void { (data.lives > 0 && data.canShoot) ? emit("r", { x:400, y:795, r:data.turret.rotation } ) : (data.lives <= 0) ? data.time = data.score = int(!Boolean(data.lives = 10)) : null; } );
// 5 Listen for enterframe
stage.addEventListener(Event.ENTER_FRAME, function():void {
// 6 Update position and rotation of turret
	data.turret.transform.matrix = new Matrix(data.turret.scaleX * Math.cos((Math.atan2(data.turret.y - stage.mouseY, data.turret.x - stage.mouseX) * 360 / (Math.PI * 2) - 180) *  Math.PI / 180), (data.turret.scaleY) * Math.sin((Math.atan2(data.turret.y - stage.mouseY, data.turret.x - stage.mouseX) * 360 / (Math.PI * 2) - 180) *  Math.PI / 180), -(data.turret.scaleY) * Math.sin((Math.atan2(data.turret.y - stage.mouseY, data.turret.x - stage.mouseX) * 360 / (Math.PI * 2) - 180) *  Math.PI / 180), data.turret.scaleX * Math.cos((Math.atan2(data.turret.y - stage.mouseY, data.turret.x - stage.mouseX) * 360 / (Math.PI * 2) - 180) *  Math.PI / 180), 400, 785);
// 7 Apply bitmap filter
	data.bmp.bitmapData.applyFilter(data.bmp.bitmapData, data.bmp.bitmapData.rect, new Point(), new flash.filters.ColorMatrixFilter([0.93, 0, 0, 0, 0, 0, 0.85, 0, 0, 0, 0, 0, 0.9, 0, 0, 0, 0, 0, .9, 0]));
// 8 Start for loop through each particle
	for each (var p:Object in data._p) {
// 9 Check if ship has gone off screen and reduce lives, or if particle is too old; remove it
		((data.time - p.tS) > p.lS) ? delete data._p[data.holder.removeChild(p.t)] : (p.type == "ship" && data.terrain.hitTestPoint(p.t.x, p.t.y, true) && (data.time - p.tS) < p.lS) ? p.lS = ((data.lives - 1) < 0 ? data.lives = 0 : data.lives -= 1) : null;
// 10 If particle is too old, remove and start explosion, and loop through to create multiple particles
		for (var i:int=1; i <= (((p.type == "r" || p.type == "ship") && ((data.time - p.tS) > p.lS)) ? 20 : (p.type == "r") ? 1 : 0); i++) emit((p.type == "r" || p.type == "ship") && ((data.time - p.tS) > p.lS) ? "s2" : "s", {x:p.t.x, y:p.t.y}, (p.type == "r") ? 0xF7AC00 : (p.type == "ship") ? p.color : NaN);
// 11 Update velocity of particle
		p.v = { x:p.v.x * ((p.type == "s") ? 0.99 : (p.type == "s2") ? 0.91 : 1), y:(p.v.y + ((p.type == "r") ? 0.35 : (p.type == "s") ? -0.03 : (p.type == "r" ) ? 0.2 : 0)) * ((p.type == "s") ? 0.99 : (p.type == "s2") ? 0.91 : 1) };
// 12 Update positiong and roation of particle
		p.t.transform.matrix = new Matrix((p.t.scaleX * ((p.type == "r") ? 0.98 : (p.type == "s") ? 1.02 : (p.type == "ship") ? 1 : 0.9)) * Math.cos(Math.atan2(p.v.y, p.v.x)), (p.t.scaleY * ((p.type == "r") ? 0.98 : (p.type == "s") ? 1.02 : (p.type == "ship") ? 1 : 0.9)) * Math.sin(Math.atan2(p.v.y, p.v.x)), -((p.t.scaleY * ((p.type == "r") ? 0.98 : (p.type == "s") ? 1.02 : (p.type == "ship") ? 1 : 0.9)) * Math.sin(Math.atan2(p.v.y, p.v.x))), (p.t.scaleX * ((p.type == "r") ? 0.98 : (p.type == "s") ? 1.02 : (p.type == "ship") ? 1 : 0.9)) * Math.cos(Math.atan2(p.v.y, p.v.x)), p.t.x + p.v.x, p.t.y + p.v.y);
// 13 Update bitmap
		data.bmp.bitmapData.draw(p.t, new Matrix(p.t.scaleX * Math.cos(Math.atan2(p.v.y, p.v.x)), p.t.scaleY * Math.sin(Math.atan2(p.v.y, p.v.x)), -(p.t.scaleY * Math.sin(Math.atan2(p.v.y, p.v.x))), p.t.scaleX * Math.cos(Math.atan2(p.v.y, p.v.x)), p.t.x, p.t.y), new ColorTransform(1, 1, 1, 0.98));
// 14 Start for loop through each particle. Check if rocket has hit a ship, if rocket has hit, update score and set lifespan to something really short, update high score if necessary.
	for each (var p2:Object in data._p) if ((p.type == "r") ? (p2.type == "ship" && p.t.hitTestObject(p2.t)) ? Boolean(p2.lS = p.lS = (((data.score + 1) > int(data.so.data.score)) ? (data.so.data.score = (data.score += 1)) : (data.score += 1))) : false : false) break; }
// 15 Update text
	data.txt.htmlText = (data.lives > 0 ) ? "<br/><font face='_sans' color='#ffffff' size='25'><b><i>  Invaders!</i></b><font face='_sans' color='#eeeeee' size='20'><br/>  Lives: " + data.lives + " | Score: " + data.score + " | <b>High Score: " + int(data.so.data.score) + "</b></font>" : "<br/><font face='_sans' color='#ffffff' size='25'><b><i>  Invaders!</i></b><font face='_sans' color='#eeeeee' size='20'><br/>  Lives: " + data.lives + " | Score: " + data.score + " | <b>High Score: " + int(data.so.data.score) + "</b></font><br/><br/><br/><br/><br/><br/><br/><p align='center'><font face='_sans' color='#ff0000' size='40'><b>GAME OVER!</b></font><br/><br/><font face='_sans' color='#eeeeee' size='20'>- Click again to restart game -</font></p>";
// 16 Save high score data
	if(data.lives <= 0 ) data.so.flush();
// 17 Update time, initialize textfield, turn off mouse children, and create ships on an interval
	((data.time = getTimer()) < 1500) ? stage.mouseChildren = data.txt.selectable = !(data.txt.multiline = Boolean(data.txt.height = data.txt.width = 800)) : ((data.time - data.prevTime) >= 2000 && data.lives > 0) ? emit("ship", { x:(Math.random() * 775) + 20, y:0 } ) : null;
// 18 Reset shoot interval
	if ((data.time - data.prevShootTime) >= 1000) data.canShoot = true; } );
// 19 Emit function
function emit(type:String, pt:Object, color:Number = NaN):void {
// 20 If particle is a ship, update previous time
	(type == "ship") ? data.prevTime = data.time : (type == "r") ? data.canShoot = !Boolean(data.prevShootTime = data.time) : null;
// 21 Init particle object
	var p:Object = {type:type, tS:data.time, t:data.holder.addChild(new Sprite()), color:(type == "r") ? 0xF7AC00 : Math.random() * 0xFFFFFF, lS:(type == "ship") ? 50000 : (type == "r") ? 3500 : (type == "s") ? 1660 : 1300, v:(type == "ship") ? {x:0, y:5 + .3 * (data.score)} : (type == "r") ? {x:27 * Math.cos((pt.r * Math.PI / 180)), y:27 * Math.sin((pt.r * Math.PI / 180))} : (type == "s") ? {x:Math.random() * (0.25 - -0.25) + -0.25, y:0} : {x:(data.tempx = (Math.random() * (20 - 10) + 10)) * Math.cos((Math.random()*360) * (180 / Math.PI)), y:data.tempx * Math.sin((Math.random()*360) * (180 / Math.PI))}};
// 22 Draw particle
	p.t.graphics.drawGraphicsData(Vector.<IGraphicsData>([(type == "ship") ? new GraphicsSolidFill(p.color, 0.5) : (type == "s") ? new GraphicsGradientFill("radial", [0xFFFFFF, 0xFFFFFF], [0.1, 0.012], [0, 255], new Matrix(0.023, 0, 0, 0.023)) :  (type == "r") ? new GraphicsGradientFill("radial", [0xFFFFFF, 0xFFFFFF, p.color, p.color], [1, 1, 0.25, 0.25], [0, 150, 151, 255], new Matrix(0.0213, 0, 0, 0.0024, 0, 0)) : new GraphicsGradientFill("radial", [0xFFFFFF, 0xFFFFFF, color, color], [0.5, 0.5, 0.075, 0.075], [0, 150, 151, 255], new Matrix(0.0213, 0, 0, 0.0024, 0, 0)), (type == "ship") ? new GraphicsPath(Vector.<int>([2, 2, 2, 2, 2, 2, 2]), Vector.<Number>([0, 5, 0, 10, 5, 20, 10, 10, 10, 5, 5, -5, 0, 5])) : (type == "s") ? new GraphicsPath(Vector.<int>([1,3,3,3,3]), Vector.<Number>([0, -10, 10, -10, 10, 0, 10, 10, 0, 10, -10, 10, -10, 0, -10, -10, 0, -10])) : new GraphicsPath(Vector.<int>([1,3,3,3,3]), Vector.<Number>([-21,   -5.5,  21,   -5.5,  21, 0,  21,  0,   0,  5.5, -21,  5.5, -21, 0, -21,   -5.5,   0,   0])), new GraphicsEndFill()]));
// 23 Update position and rotation
	p.t.transform.matrix = new Matrix(((type == "r" || type == "ship") ? 1 : (type == "s") ? Math.random() * (0.5 - 0.25) + 0.25 : Math.random() * (2.3 - 1.5) + 1.5), 0, 0, ((type == "r" || type == "ship") ? 1 : (type == "s") ? Math.random() * (0.5 - 0.25) + 0.25 : Math.random() * (2.3 - 1.5) + 1.5), pt.x, pt.y);
// 24 Save particle to memory
	data._p[p.t] = p; };
// 25
// 25 lines ends here!
		

25Line November/December Entry

Jan 19, 2009

Here was my 25Line entry for the November/December contest. It was based off of the Fireworks demo Seb had posted a long while back. I got into the top ten with it but sadly didn't win. In fact his presentation at FlashForward Boston inspired me to get into particle effects in the beginning and develop Orion (particle effects engine) which I will post about later.

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/**
 * 25-Line ActionScript Contest Entry
 * 
 * Project: Fireworks
 * Author:  Gabriel Mariani
 * Date:    November 24, 2008
 * 
 * Permission is hereby granted, free of charge, to any person obtaining a copy
 * of this software and associated documentation files (the "Software"), to deal
 * in the Software without restriction, including without limitation the rights
 * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
 * copies of the Software, and to permit persons to whom the Software is
 * furnished to do so, subject to the following conditions:
 * 
 * The above copyright notice and this permission notice shall be included in
 * all copies or substantial portions of the Software.
 * 
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
 * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
 * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
 * THE SOFTWARE.
 */

// 3 free lines! Alter the parameters of the following lines or remove them.
// Do not substitute other code for the three lines in this section
[SWF(width=800, height=800, backgroundColor=0x000000, frameRate=30)]
stage.align = StageAlign.TOP_LEFT;
stage.scaleMode = StageScaleMode.NO_SCALE;
// 25 lines begins here!
var txt:TextField = addChild(new TextField()) as TextField, interval:int = 2000, tempx:Number, isDestroy:Number, holder:Sprite = addChild(new Sprite()) as Sprite, _t:int, _pt:int = -interval, _p:Dictionary = new Dictionary(), bmp:Bitmap = addChild(new Bitmap(new BitmapData(800, 800, true, 0))) as Bitmap;
stage.addEventListener(MouseEvent.CLICK, function() { isDestroy = 1 });
stage.addEventListener(MouseEvent.MOUSE_WHEEL, function(e:MouseEvent) { interval += ((interval + (e.delta * 33)) < 0) ? 0 : e.delta * 33});
stage.addEventListener(Event.ENTER_FRAME, function() {
	bmp.bitmapData.applyFilter(bmp.bitmapData, bmp.bitmapData.rect, new Point(), new flash.filters.ColorMatrixFilter([0.93, 0, 0, 0, 0, 0, 0.85, 0, 0, 0, 0, 0, 0.9, 0, 0, 0, 0, 0, .9, 0]));
	for each (var p:Object in _p) {
		(p.type == "r" && ((_t - p.tS) > p.lS || isDestroy == 1)) ? emit("s2", {x:p.t.x, y:p.t.y}, p.color, 40) : (p.type == "r") ? emit("s", {x:p.t.x, y:p.t.y}, 1) : null;
		if((_t - p.tS) > p.lS || (p.type == "r" && isDestroy-- == 1)) delete _p[holder.removeChild(p.t)];
		p.v = { x:p.v.x * ((p.type == "s") ? 0.99 : (p.type == "s2") ? 0.91 : 1), y:(p.v.y + ((p.type == "r") ? 0.35 : (p.type == "s") ? -0.03 : 0.2)) * ((p.type == "s") ? 0.99 : (p.type == "s2") ? 0.91 : 1) };
		p.t.transform.matrix = new Matrix((p.t.scaleX * ((p.type == "r") ? 0.98 : (p.type == "s") ? 1.02 : 0.9)) * Math.cos(Math.atan2(p.v.y, p.v.x)), (p.t.scaleY * ((p.type == "r") ? 0.98 : (p.type == "s") ? 1.02 : 0.9)) * Math.sin(Math.atan2(p.v.y, p.v.x)), -((p.t.scaleY * ((p.type == "r") ? 0.98 : (p.type == "s") ? 1.02 : 0.9)) * Math.sin(Math.atan2(p.v.y, p.v.x))), (p.t.scaleX * ((p.type == "r") ? 0.98 : (p.type == "s") ? 1.02 : 0.9)) * Math.cos(Math.atan2(p.v.y, p.v.x)), p.t.x + p.v.x, p.t.y + p.v.y);
		bmp.bitmapData.draw(p.t, new Matrix(p.t.scaleX * Math.cos(Math.atan2(p.v.y, p.v.x)), p.t.scaleY * Math.sin(Math.atan2(p.v.y, p.v.x)), -(p.t.scaleY * Math.sin(Math.atan2(p.v.y, p.v.x))), p.t.scaleX * Math.cos(Math.atan2(p.v.y, p.v.x)), p.t.x, p.t.y), new ColorTransform(1, 1, 1, 0.98));
	}
	txt.htmlText = "<font face='_sans' color='#333333' size='25'><b>" + Number(interval / 1000).toFixed(1) + "s Delay (Scroll to Change) / Click to Explode</b></font>";
	if (((_t = getTimer() + 550) - _pt) >= interval) emit("r", {x:((Math.random()*200) + 300), y:800}, 1);
});
function emit(type:String, pt:Object, color:Number = NaN, num:uint = 1):void {
	if (type == "r") txt.width = _pt = _t;
	for (var i:int = 0; i < num; i++) {
		var p:Object = {type:type, tS:_t, t:holder.addChild(new Sprite()), color:Math.random() * 0xFFFFFF, lS:(type == "r") ? 2000 : (type == "s") ? 1660 : 1300, v:(type == "r") ? {x:Math.random() * (5 - -5) + -5,y:-20} : (type == "s") ? {x:Math.random() * (0.25 - -0.25) + -0.25, y:0} : {x:(tempx = (Math.random() * (20 - 10) + 10)) * Math.cos((Math.random()*360) * (180 / Math.PI)), y:tempx * Math.sin((Math.random()*360) * (180 / Math.PI))}};
		(type == "s") ? p.t.graphics.beginGradientFill("radial", [0xFFFFFF, 0xFFFFFF], [0.1, 0.012], [0, 255], new Matrix(0.023, 0, 0, 0.023)) : (type == "r") ? p.t.graphics.beginGradientFill("radial", [0xFFFFFF, 0xFFFFFF, p.color, p.color], [1, 1, 0.25, 0.25], [0, 150, 151, 255], new Matrix(0.0213, 0, 0, 0.0024, 0, 0)) : p.t.graphics.beginGradientFill("radial", [0xFFFFFF, 0xFFFFFF, color, color], [0.5, 0.5, 0.075, 0.075], [0, 150, 151, 255], new Matrix(0.0213, 0, 0, 0.0024, 0, 0));
		(type == "s") ? p.t.graphics.drawCircle(0, 0, 20) : p.t.graphics.drawEllipse(-21, -5.5, 42, 11);
		p.t.transform.matrix = new Matrix(((type == "r") ? 1 : (type == "s") ? Math.random() * (0.5 - 0.25) + 0.25 : Math.random() * (2.3 - 1.5) + 1.5), 0, 0, ((type == "r") ? 1 : (type == "s") ? Math.random() * (0.5 - 0.25) + 0.25 : Math.random() * (2.3 - 1.5) + 1.5), pt.x, pt.y);
		_p[p.t] = p;
	}
}
// 25 lines ends here!
		

Flash User Group

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