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autobuild #37

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matrix3d opened this issue Dec 29, 2020 · 46 comments
Open

autobuild #37

matrix3d opened this issue Dec 29, 2020 · 46 comments

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@matrix3d
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matrix3d commented Dec 29, 2020

autobuild

https://spriteflexjs.com/auto/bin/js-debug/

https://github.com/matrix3d/spriteflexjs/tree/gh-pages/auto/bin/js-debug

@matrix3d
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123

@matrix3d
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456

@matrix3d
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678

@matrix3d
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23132
213213
321321321

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@matrix3d
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23132
213213
321321321

@matrix3d
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23132
213213
321321321

@matrix3d
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23132
213213
321321321

@matrix3d
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Owner Author

23132
213213
321321321

@matrix3d
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Owner Author

23132
213213
321321321

@matrix3d
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Owner Author

23132
213213
321321321

@matrix3d
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Owner Author

23132
213213
321321321

@matrix3d
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23132
213213
321321321

@matrix3d
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23132
213213
321321321

@matrix3d
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1
2\r\n3
4

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@matrix3d
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1
2\r\n3
4

@matrix3d
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public class Abc{}

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@matrix3d
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public class Abc{}

@matrix3d
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public class Abc{}

@matrix3d
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public class Abc{}

@matrix3d
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public class Abc{}

@matrix3d
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public class Abc{}

@matrix3d
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public class Ac{}

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@matrix3d
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public class Ac{}

@matrix3d
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package{

import flash.__native.WebGLRenderer;
import flash.display.Sprite;
import flash.events.Event;
import flash.events.MouseEvent;
// Classes used in this example
import Box2D.Dynamics.*;
import Box2D.Collision.*;
import Box2D.Collision.Shapes.*;
import Box2D.Common.Math.*;

public class TestBox2D extends Sprite{
	
	private var drawShape:Sprite;
	public function TestBox2D(){
		CONFIG::js_only{
			SpriteFlexjs.renderer = new WebGLRenderer;
			SpriteFlexjs.wmode = "gpu batch";
		}
		
		
		// Add event for main loop
		addEventListener(Event.ENTER_FRAME, Update, false, 0, true);
		
		// Define the gravity vector
		var gravity:b2Vec2 = new b2Vec2(0.0, 10.0);
		
		// Allow bodies to sleep
		var doSleep:Boolean = true;
		
		// Construct a world object
		m_world = new b2World( gravity, doSleep);
		
		// set debug draw
		var debugDraw:b2DebugDraw = new b2DebugDraw();
		
		drawShape = new Sprite;
		addChild(drawShape);
		
		debugDraw.SetSprite(drawShape);
		debugDraw.SetDrawScale(30.0);
		debugDraw.SetFillAlpha(0.3);
		debugDraw.SetLineThickness(1.0);
		debugDraw.SetFlags(b2DebugDraw.e_shapeBit | b2DebugDraw.e_jointBit);
		debugDraw.SetFlags(0xffffffff);
		m_world.SetDebugDraw(debugDraw);
		m_world.DrawDebugData();
		
		
		
		// Vars used to create bodies
		var body:b2Body;
		var bodyDef:b2BodyDef;
		var boxShape:b2PolygonShape;
		var circleShape:b2CircleShape;
		
		
		
		// Add ground body
		bodyDef = new b2BodyDef();
		//bodyDef.position.Set(15, 19);
		bodyDef.position.Set(10, 12);
		//bodyDef.angle = 0.1;
		boxShape = new b2PolygonShape();
		boxShape.SetAsBox(30, 3);
		var fixtureDef:b2FixtureDef = new b2FixtureDef();
		fixtureDef.shape = boxShape;
		fixtureDef.friction = 0.3;
		fixtureDef.density = 0; // static bodies require zero density
		// Add sprite to body userData
		body = m_world.CreateBody(bodyDef);
		body.CreateFixture(fixtureDef);
		
		// Add some objects
		for (var i:int = 1; i < 10; i++){
			bodyDef = new b2BodyDef();
			bodyDef.type = b2Body.b2_dynamicBody;
			bodyDef.position.x = Math.random() * 15 + 5;
			bodyDef.position.y = Math.random() * 10;
			var rX:Number = Math.random() + 0.5;
			var rY:Number = Math.random() + 0.5;
			body = m_world.CreateBody(bodyDef);
			// Box
			if (Math.random() < 0.5){
				boxShape = new b2PolygonShape();
				boxShape.SetAsBox(rX, rY);
				fixtureDef.shape = boxShape;
				fixtureDef.density = 1.0;
				fixtureDef.friction = 0.5;
				fixtureDef.restitution = 0.2;
				body.CreateFixture(fixtureDef);
			} 
			// Circle
			else {
				circleShape = new b2CircleShape(rX);
				fixtureDef.shape = circleShape;
				fixtureDef.density = 1.0;
				fixtureDef.friction = 0.5;
				fixtureDef.restitution = 0.2;
				body.CreateFixture(fixtureDef);
			}
		}
	}
	
	public function Update(e:Event):void{
		graphics.clear();
		graphics.beginFill(0xffffff);
		graphics.drawRect(0, 0, stage.stageWidth, stage.stageHeight);
		
		m_world.Step(m_timeStep, m_velocityIterations, m_positionIterations);
		
		m_world.DrawDebugData();
		
	}
	
	public var m_world:b2World;
	public var m_velocityIterations:int = 10;
	public var m_positionIterations:int = 10;
	public var m_timeStep:Number = 1.0/30.0;
	
}

}

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@matrix3d
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package{

import flash.__native.WebGLRenderer;
import flash.display.Sprite;
import flash.events.Event;
import flash.events.MouseEvent;
// Classes used in this example
import Box2D.Dynamics.*;
import Box2D.Collision.*;
import Box2D.Collision.Shapes.*;
import Box2D.Common.Math.*;

public class TestBox2D extends Sprite{
	
	private var drawShape:Sprite;
	public function TestBox2D(){
		CONFIG::js_only{
			SpriteFlexjs.renderer = new WebGLRenderer;
			SpriteFlexjs.wmode = "gpu batch";
		}
		
		
		// Add event for main loop
		addEventListener(Event.ENTER_FRAME, Update, false, 0, true);
		
		// Define the gravity vector
		var gravity:b2Vec2 = new b2Vec2(0.0, 10.0);
		
		// Allow bodies to sleep
		var doSleep:Boolean = true;
		
		// Construct a world object
		m_world = new b2World( gravity, doSleep);
		
		// set debug draw
		var debugDraw:b2DebugDraw = new b2DebugDraw();
		
		drawShape = new Sprite;
		addChild(drawShape);
		
		debugDraw.SetSprite(drawShape);
		debugDraw.SetDrawScale(30.0);
		debugDraw.SetFillAlpha(0.3);
		debugDraw.SetLineThickness(1.0);
		debugDraw.SetFlags(b2DebugDraw.e_shapeBit | b2DebugDraw.e_jointBit);
		debugDraw.SetFlags(0xffffffff);
		m_world.SetDebugDraw(debugDraw);
		m_world.DrawDebugData();
		
		
		
		// Vars used to create bodies
		var body:b2Body;
		var bodyDef:b2BodyDef;
		var boxShape:b2PolygonShape;
		var circleShape:b2CircleShape;
		
		
		
		// Add ground body
		bodyDef = new b2BodyDef();
		//bodyDef.position.Set(15, 19);
		bodyDef.position.Set(10, 12);
		//bodyDef.angle = 0.1;
		boxShape = new b2PolygonShape();
		boxShape.SetAsBox(30, 3);
		var fixtureDef:b2FixtureDef = new b2FixtureDef();
		fixtureDef.shape = boxShape;
		fixtureDef.friction = 0.3;
		fixtureDef.density = 0; // static bodies require zero density
		// Add sprite to body userData
		body = m_world.CreateBody(bodyDef);
		body.CreateFixture(fixtureDef);
		
		// Add some objects
		for (var i:int = 1; i < 10; i++){
			bodyDef = new b2BodyDef();
			bodyDef.type = b2Body.b2_dynamicBody;
			bodyDef.position.x = Math.random() * 15 + 5;
			bodyDef.position.y = Math.random() * 10;
			var rX:Number = Math.random() + 0.5;
			var rY:Number = Math.random() + 0.5;
			body = m_world.CreateBody(bodyDef);
			// Box
			if (Math.random() < 0.5){
				boxShape = new b2PolygonShape();
				boxShape.SetAsBox(rX, rY);
				fixtureDef.shape = boxShape;
				fixtureDef.density = 1.0;
				fixtureDef.friction = 0.5;
				fixtureDef.restitution = 0.2;
				body.CreateFixture(fixtureDef);
			} 
			// Circle
			else {
				circleShape = new b2CircleShape(rX);
				fixtureDef.shape = circleShape;
				fixtureDef.density = 1.0;
				fixtureDef.friction = 0.5;
				fixtureDef.restitution = 0.2;
				body.CreateFixture(fixtureDef);
			}
		}
	}
	
	public function Update(e:Event):void{
		graphics.clear();
		graphics.beginFill(0xffffff);
		graphics.drawRect(0, 0, stage.stageWidth, stage.stageHeight);
		
		m_world.Step(m_timeStep, m_velocityIterations, m_positionIterations);
		
		m_world.DrawDebugData();
		
	}
	
	public var m_world:b2World;
	public var m_velocityIterations:int = 10;
	public var m_positionIterations:int = 10;
	public var m_timeStep:Number = 1.0/30.0;
	
}

}

@matrix3d
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public class Ac{}

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@matrix3d
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public class Ac{}

@matrix3d
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package{
public class Ac{}
}

@matrix3d
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package{
public class Ac {}
}

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@matrix3d
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package{
public class Ac {}
}

@matrix3d
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package{
public class Ac {}
}

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@matrix3d
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package{
public class Ac {}
}

@matrix3d
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package{
public class Ac {}
}

@matrix3d
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package{
public class Ac {}
}

@matrix3d
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package{

import flash.__native.WebGLRenderer;
import flash.display.Sprite;
import flash.events.Event;
import flash.events.MouseEvent;
// Classes used in this example
import Box2D.Dynamics.;
import Box2D.Collision.
;
import Box2D.Collision.Shapes.;
import Box2D.Common.Math.
;

public class TestBox2D extends Sprite{

private var drawShape:Sprite;
public function TestBox2D(){
	CONFIG::js_only{
		SpriteFlexjs.renderer = new WebGLRenderer;
		SpriteFlexjs.wmode = "gpu batch";
	}
	
	
	// Add event for main loop
	addEventListener(Event.ENTER_FRAME, Update, false, 0, true);
	
	// Define the gravity vector
	var gravity:b2Vec2 = new b2Vec2(0.0, 10.0);
	
	// Allow bodies to sleep
	var doSleep:Boolean = true;
	
	// Construct a world object
	m_world = new b2World( gravity, doSleep);
	
	// set debug draw
	var debugDraw:b2DebugDraw = new b2DebugDraw();
	
	drawShape = new Sprite;
	addChild(drawShape);
	
	debugDraw.SetSprite(drawShape);
	debugDraw.SetDrawScale(30.0);
	debugDraw.SetFillAlpha(0.3);
	debugDraw.SetLineThickness(1.0);
	debugDraw.SetFlags(b2DebugDraw.e_shapeBit | b2DebugDraw.e_jointBit);
	debugDraw.SetFlags(0xffffffff);
	m_world.SetDebugDraw(debugDraw);
	m_world.DrawDebugData();
	
	
	
	// Vars used to create bodies
	var body:b2Body;
	var bodyDef:b2BodyDef;
	var boxShape:b2PolygonShape;
	var circleShape:b2CircleShape;
	
	
	
	// Add ground body
	bodyDef = new b2BodyDef();
	//bodyDef.position.Set(15, 19);
	bodyDef.position.Set(10, 12);
	//bodyDef.angle = 0.1;
	boxShape = new b2PolygonShape();
	boxShape.SetAsBox(30, 3);
	var fixtureDef:b2FixtureDef = new b2FixtureDef();
	fixtureDef.shape = boxShape;
	fixtureDef.friction = 0.3;
	fixtureDef.density = 0; // static bodies require zero density
	// Add sprite to body userData
	body = m_world.CreateBody(bodyDef);
	body.CreateFixture(fixtureDef);
	
	// Add some objects
	for (var i:int = 1; i < 10; i++){
		bodyDef = new b2BodyDef();
		bodyDef.type = b2Body.b2_dynamicBody;
		bodyDef.position.x = Math.random() * 15 + 5;
		bodyDef.position.y = Math.random() * 10;
		var rX:Number = Math.random() + 0.5;
		var rY:Number = Math.random() + 0.5;
		body = m_world.CreateBody(bodyDef);
		// Box
		if (Math.random() < 0.5){
			boxShape = new b2PolygonShape();
			boxShape.SetAsBox(rX, rY);
			fixtureDef.shape = boxShape;
			fixtureDef.density = 1.0;
			fixtureDef.friction = 0.5;
			fixtureDef.restitution = 0.2;
			body.CreateFixture(fixtureDef);
		} 
		// Circle
		else {
			circleShape = new b2CircleShape(rX);
			fixtureDef.shape = circleShape;
			fixtureDef.density = 1.0;
			fixtureDef.friction = 0.5;
			fixtureDef.restitution = 0.2;
			body.CreateFixture(fixtureDef);
		}
	}
}

public function Update(e:Event):void{
	graphics.clear();
	graphics.beginFill(0xffffff);
	graphics.drawRect(0, 0, stage.stageWidth, stage.stageHeight);
	
	m_world.Step(m_timeStep, m_velocityIterations, m_positionIterations);
	
	m_world.DrawDebugData();
	
}

public var m_world:b2World;
public var m_velocityIterations:int = 10;
public var m_positionIterations:int = 10;
public var m_timeStep:Number = 1.0/30.0;

}
}

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@matrix3d
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package{

import flash.__native.WebGLRenderer;
import flash.display.Sprite;
import flash.events.Event;
import flash.events.MouseEvent;
// Classes used in this example
import Box2D.Dynamics.;
import Box2D.Collision.
;
import Box2D.Collision.Shapes.;
import Box2D.Common.Math.
;

public class TestBox2D extends Sprite{

private var drawShape:Sprite;
public function TestBox2D(){
	CONFIG::js_only{
		SpriteFlexjs.renderer = new WebGLRenderer;
		SpriteFlexjs.wmode = "gpu batch";
	}
	
	
	// Add event for main loop
	addEventListener(Event.ENTER_FRAME, Update, false, 0, true);
	
	// Define the gravity vector
	var gravity:b2Vec2 = new b2Vec2(0.0, 10.0);
	
	// Allow bodies to sleep
	var doSleep:Boolean = true;
	
	// Construct a world object
	m_world = new b2World( gravity, doSleep);
	
	// set debug draw
	var debugDraw:b2DebugDraw = new b2DebugDraw();
	
	drawShape = new Sprite;
	addChild(drawShape);
	
	debugDraw.SetSprite(drawShape);
	debugDraw.SetDrawScale(30.0);
	debugDraw.SetFillAlpha(0.3);
	debugDraw.SetLineThickness(1.0);
	debugDraw.SetFlags(b2DebugDraw.e_shapeBit | b2DebugDraw.e_jointBit);
	debugDraw.SetFlags(0xffffffff);
	m_world.SetDebugDraw(debugDraw);
	m_world.DrawDebugData();
	
	
	
	// Vars used to create bodies
	var body:b2Body;
	var bodyDef:b2BodyDef;
	var boxShape:b2PolygonShape;
	var circleShape:b2CircleShape;
	
	
	
	// Add ground body
	bodyDef = new b2BodyDef();
	//bodyDef.position.Set(15, 19);
	bodyDef.position.Set(10, 12);
	//bodyDef.angle = 0.1;
	boxShape = new b2PolygonShape();
	boxShape.SetAsBox(30, 3);
	var fixtureDef:b2FixtureDef = new b2FixtureDef();
	fixtureDef.shape = boxShape;
	fixtureDef.friction = 0.3;
	fixtureDef.density = 0; // static bodies require zero density
	// Add sprite to body userData
	body = m_world.CreateBody(bodyDef);
	body.CreateFixture(fixtureDef);
	
	// Add some objects
	for (var i:int = 1; i < 10; i++){
		bodyDef = new b2BodyDef();
		bodyDef.type = b2Body.b2_dynamicBody;
		bodyDef.position.x = Math.random() * 15 + 5;
		bodyDef.position.y = Math.random() * 10;
		var rX:Number = Math.random() + 0.5;
		var rY:Number = Math.random() + 0.5;
		body = m_world.CreateBody(bodyDef);
		// Box
		if (Math.random() < 0.5){
			boxShape = new b2PolygonShape();
			boxShape.SetAsBox(rX, rY);
			fixtureDef.shape = boxShape;
			fixtureDef.density = 1.0;
			fixtureDef.friction = 0.5;
			fixtureDef.restitution = 0.2;
			body.CreateFixture(fixtureDef);
		} 
		// Circle
		else {
			circleShape = new b2CircleShape(rX);
			fixtureDef.shape = circleShape;
			fixtureDef.density = 1.0;
			fixtureDef.friction = 0.5;
			fixtureDef.restitution = 0.2;
			body.CreateFixture(fixtureDef);
		}
	}
}

public function Update(e:Event):void{
	graphics.clear();
	graphics.beginFill(0xffffff);
	graphics.drawRect(0, 0, stage.stageWidth, stage.stageHeight);
	
	m_world.Step(m_timeStep, m_velocityIterations, m_positionIterations);
	
	m_world.DrawDebugData();
	
}

public var m_world:b2World;
public var m_velocityIterations:int = 10;
public var m_positionIterations:int = 10;
public var m_timeStep:Number = 1.0/30.0;

}
}

@matrix3d
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matrix3d commented Dec 30, 2020

package{
public class Test {
window.alert("hello");
}
}

@matrix3d
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matrix3d commented Jul 5, 2021

package{
public class Test {
window.alert("hello2");
}
}

@matrix3d
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matrix3d commented Jul 5, 2021

package{
public class Test2{
window.alert("hello2");
}
}

@matrix3d
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matrix3d commented Jul 5, 2021

package{
public class Test2 {
window.alert("hello2");
}
}

@matrix3d
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matrix3d commented Jul 6, 2021

package{
public class Test2 {
public function Test2 {
var i=0;
i++;
trace(1);
window.alert("hello2");
}
}
}

@matrix3d
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matrix3d commented Jul 6, 2021

package
{
public class NewClass
{
public function NewClass()
{
var i:int = 0;
i++;
window.alert(i);
trace(i);
}
}
}

@kimchi6666
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package{

import flash.__native.WebGLRenderer;
import flash.display.Sprite;
import flash.events.Event;
import flash.events.MouseEvent;
// Classes used in this example
import Box2D.Dynamics.;
import Box2D.Collision.
;
import Box2D.Collision.Shapes.;
import Box2D.Common.Math.
;

public class TestBox2D extends Sprite{

private var drawShape:Sprite;
public function TestBox2D(){
	CONFIG::js_only{
		SpriteFlexjs.renderer = new WebGLRenderer;
		SpriteFlexjs.wmode = "gpu batch";
	}
	
	
	// Add event for main loop
	addEventListener(Event.ENTER_FRAME, Update, false, 0, true);
	
	// Define the gravity vector
	var gravity:b2Vec2 = new b2Vec2(0.0, 10.0);
	
	// Allow bodies to sleep
	var doSleep:Boolean = true;
	
	// Construct a world object
	m_world = new b2World( gravity, doSleep);
	
	// set debug draw
	var debugDraw:b2DebugDraw = new b2DebugDraw();
	
	drawShape = new Sprite;
	addChild(drawShape);
	
	debugDraw.SetSprite(drawShape);
	debugDraw.SetDrawScale(30.0);
	debugDraw.SetFillAlpha(0.3);
	debugDraw.SetLineThickness(1.0);
	debugDraw.SetFlags(b2DebugDraw.e_shapeBit | b2DebugDraw.e_jointBit);
	debugDraw.SetFlags(0xffffffff);
	m_world.SetDebugDraw(debugDraw);
	m_world.DrawDebugData();
	
	
	
	// Vars used to create bodies
	var body:b2Body;
	var bodyDef:b2BodyDef;
	var boxShape:b2PolygonShape;
	var circleShape:b2CircleShape;
	
	
	
	// Add ground body
	bodyDef = new b2BodyDef();
	//bodyDef.position.Set(15, 19);
	bodyDef.position.Set(10, 12);
	//bodyDef.angle = 0.1;
	boxShape = new b2PolygonShape();
	boxShape.SetAsBox(30, 3);
	var fixtureDef:b2FixtureDef = new b2FixtureDef();
	fixtureDef.shape = boxShape;
	fixtureDef.friction = 0.3;
	fixtureDef.density = 0; // static bodies require zero density
	// Add sprite to body userData
	body = m_world.CreateBody(bodyDef);
	body.CreateFixture(fixtureDef);
	
	// Add some objects
	for (var i:int = 1; i < 10; i++){
		bodyDef = new b2BodyDef();
		bodyDef.type = b2Body.b2_dynamicBody;
		bodyDef.position.x = Math.random() * 15 + 5;
		bodyDef.position.y = Math.random() * 10;
		var rX:Number = Math.random() + 0.5;
		var rY:Number = Math.random() + 0.5;
		body = m_world.CreateBody(bodyDef);
		// Box
		if (Math.random() < 0.5){
			boxShape = new b2PolygonShape();
			boxShape.SetAsBox(rX, rY);
			fixtureDef.shape = boxShape;
			fixtureDef.density = 1.0;
			fixtureDef.friction = 0.5;
			fixtureDef.restitution = 0.2;
			body.CreateFixture(fixtureDef);
		} 
		// Circle
		else {
			circleShape = new b2CircleShape(rX);
			fixtureDef.shape = circleShape;
			fixtureDef.density = 1.0;
			fixtureDef.friction = 0.5;
			fixtureDef.restitution = 0.2;
			body.CreateFixture(fixtureDef);
		}
	}
}

public function Update(e:Event):void{
	graphics.clear();
	graphics.beginFill(0xffffff);
	graphics.drawRect(0, 0, stage.stageWidth, stage.stageHeight);
	
	m_world.Step(m_timeStep, m_velocityIterations, m_positionIterations);
	
	m_world.DrawDebugData();
	
}

public var m_world:b2World;
public var m_velocityIterations:int = 10;
public var m_positionIterations:int = 10;
public var m_timeStep:Number = 1.0/30.0;

}
}

@kimchi6666
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package{
public class Test {
window.alert("hello2");
}
}

@lixiang1703
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package com.bonc.evap.util{
/*
* MD5加密算法类
/
public class MD5Util
{
private var hexcase:int = 0;
private var strsize:int = 8;
public function getMD5(s:String):String
{
return binl2hex(core_md5(str2binl(s), s.length
strsize));
}

		private function core_md5(x:Array, len:int):Array 
		{
			x[len >> 5] = (x[len >> 5]) | (128 << len%32);
			x[(((len+64) >>> 9) << 4)+14] = len;
			var a:int = 1732584193;
			var b:int = -271733879;
			var c:int = -1732584194;
			var d:int = 271733878;
			var i:int = 0;
			while (i<x.length) 
			{
				var olda:int = a;
				var oldb:int = b;
				var oldc:int = c;
				var oldd:int = d;
				a = md5_ff(a, b, c, d, x[i+0], 7, -680876936);
				d = md5_ff(d, a, b, c, x[i+1], 12, -389564586);
				c = md5_ff(c, d, a, b, x[i+2], 17, 606105819);
				b = md5_ff(b, c, d, a, x[i+3], 22, -1044525330);
				a = md5_ff(a, b, c, d, x[i+4], 7, -176418897);
				d = md5_ff(d, a, b, c, x[i+5], 12, 1200080426);
				c = md5_ff(c, d, a, b, x[i+6], 17, -1473231341);
				b = md5_ff(b, c, d, a, x[i+7], 22, -45705983);
				a = md5_ff(a, b, c, d, x[i+8], 7, 1770035416);
				d = md5_ff(d, a, b, c, x[i+9], 12, -1958414417);
				c = md5_ff(c, d, a, b, x[i+10], 17, -42063);
				b = md5_ff(b, c, d, a, x[i+11], 22, -1990404162);
				a = md5_ff(a, b, c, d, x[i+12], 7, 1804603682);
				d = md5_ff(d, a, b, c, x[i+13], 12, -40341101);
				c = md5_ff(c, d, a, b, x[i+14], 17, -1502002290);
				b = md5_ff(b, c, d, a, x[i+15], 22, 1236535329);
				a = md5_gg(a, b, c, d, x[i+1], 5, -165796510);
				d = md5_gg(d, a, b, c, x[i+6], 9, -1069501632);
				c = md5_gg(c, d, a, b, x[i+11], 14, 643717713);
				b = md5_gg(b, c, d, a, x[i+0], 20, -373897302);
				a = md5_gg(a, b, c, d, x[i+5], 5, -701558691);
				d = md5_gg(d, a, b, c, x[i+10], 9, 38016083);
				c = md5_gg(c, d, a, b, x[i+15], 14, -660478335);
				b = md5_gg(b, c, d, a, x[i+4], 20, -405537848);
				a = md5_gg(a, b, c, d, x[i+9], 5, 568446438);
				d = md5_gg(d, a, b, c, x[i+14], 9, -1019803690);
				c = md5_gg(c, d, a, b, x[i+3], 14, -187363961);
				b = md5_gg(b, c, d, a, x[i+8], 20, 1163531501);
				a = md5_gg(a, b, c, d, x[i+13], 5, -1444681467);
				d = md5_gg(d, a, b, c, x[i+2], 9, -51403784);
				c = md5_gg(c, d, a, b, x[i+7], 14, 1735328473);
				b = md5_gg(b, c, d, a, x[i+12], 20, -1926607734);
				a = md5_hh(a, b, c, d, x[i+5], 4, -378558);
				d = md5_hh(d, a, b, c, x[i+8], 11, -2022574463);
				c = md5_hh(c, d, a, b, x[i+11], 16, 1839030562);
				b = md5_hh(b, c, d, a, x[i+14], 23, -35309556);
				a = md5_hh(a, b, c, d, x[i+1], 4, -1530992060);
				d = md5_hh(d, a, b, c, x[i+4], 11, 1272893353);
				c = md5_hh(c, d, a, b, x[i+7], 16, -155497632);
				b = md5_hh(b, c, d, a, x[i+10], 23, -1094730640);
				a = md5_hh(a, b, c, d, x[i+13], 4, 681279174);
				d = md5_hh(d, a, b, c, x[i+0], 11, -358537222);
				c = md5_hh(c, d, a, b, x[i+3], 16, -722521979);
				b = md5_hh(b, c, d, a, x[i+6], 23, 76029189);
				a = md5_hh(a, b, c, d, x[i+9], 4, -640364487);
				d = md5_hh(d, a, b, c, x[i+12], 11, -421815835);
				c = md5_hh(c, d, a, b, x[i+15], 16, 530742520);
				b = md5_hh(b, c, d, a, x[i+2], 23, -995338651);
				a = md5_ii(a, b, c, d, x[i+0], 6, -198630844);
				d = md5_ii(d, a, b, c, x[i+7], 10, 1126891415);
				c = md5_ii(c, d, a, b, x[i+14], 15, -1416354905);
				b = md5_ii(b, c, d, a, x[i+5], 21, -57434055);
				a = md5_ii(a, b, c, d, x[i+12], 6, 1700485571);
				d = md5_ii(d, a, b, c, x[i+3], 10, -1894986606);
				c = md5_ii(c, d, a, b, x[i+10], 15, -1051523);
				b = md5_ii(b, c, d, a, x[i+1], 21, -2054922799);
				a = md5_ii(a, b, c, d, x[i+8], 6, 1873313359);
				d = md5_ii(d, a, b, c, x[i+15], 10, -30611744);
				c = md5_ii(c, d, a, b, x[i+6], 15, -1560198380);
				b = md5_ii(b, c, d, a, x[i+13], 21, 1309151649);
				a = md5_ii(a, b, c, d, x[i+4], 6, -145523070);
				d = md5_ii(d, a, b, c, x[i+11], 10, -1120210379);
				c = md5_ii(c, d, a, b, x[i+2], 15, 718787259);
				b = md5_ii(b, c, d, a, x[i+9], 21, -343485551);
				a = safe_add(a, olda);
				b = safe_add(b, oldb);
				c = safe_add(c, oldc);
				d = safe_add(d, oldd);
				i = i+16;
			}
			return new Array(a, b, c, d);
		}
		
		private function md5_cmn(q:int, a:int, b:int, x:int, s:int, t:int) :int
		{
			return safe_add(bit_rol(safe_add(safe_add(a, q), safe_add(x, t)), s), b);
		}
		private function md5_ff(a:int, b:int, c:int, d:int, x:int, s:int, t:int) :int
		{
			return md5_cmn((b & c) | ((~b) & d), a, b, x, s, t);
		}
		private function md5_gg(a:int, b:int, c:int, d:int, x:int, s:int, t:int) :int
		{
			return md5_cmn((b & d) | (c & (~d)), a, b, x, s, t);
		}
		private function md5_hh(a:int, b:int, c:int, d:int, x:int, s:int, t:int) :int
		{
			return md5_cmn((b ^ c) ^ d, a, b, x, s, t);
		}
		private function md5_ii(a:int, b:int, c:int, d:int, x:int, s:int, t:int) :int
		{
			return md5_cmn(c ^ (b | (~d)), a, b, x, s, t);
		}
		private function safe_add(x:int, y:int):int 
		{
			var lsw:int = (x & 65535)+(y & 65535);
			var msw:int = ((x >> 16)+(y >> 16))+(lsw >> 16);
			return (msw << 16) | (lsw & 65535);
		}
		private function bit_rol(num:int, cnt:int) :int
		{
			return (num << cnt) | (num >>> (32-cnt));
		}
		private function str2binl(str:String) :Array
		{
			var bin:Array = new Array();
			var mask:int = (1 << strsize)-1;
			var i:int = 0;
			while (i<(str.length*strsize)) 
			{
				bin[i >> 5] = (bin[i >> 5]) | ((str.charCodeAt(i/strsize) & mask) << i%32);
				i = i+strsize;
			}
			return bin;
		}
		private function binl2hex(binarray:Array):String 
		{
			var hex_tab:String = "0123456789abcdef";
			var str:String = "";
			var i:int = 0;
			while (i<(binarray.length*4)) 
			{
				str = str+(hex_tab.charAt(((binarray[i >> 2]) >> ((i%4*8)+4)) & 15)+hex_tab.charAt(((binarray[i >> 2]) >> (i%4*8)) & 15));
				i++;
			}
			return str;
		}
			
}

}

@lixiang1703
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package{

import flash.__native.WebGLRenderer;
import flash.display.Sprite;
import flash.events.Event;
import flash.events.MouseEvent;
// Classes used in this example
import Box2D.Dynamics.;
import Box2D.Collision.
;
import Box2D.Collision.Shapes.;
import Box2D.Common.Math.
;

public class TestBox2D extends Sprite{

private var drawShape:Sprite;
public function TestBox2D(){
	CONFIG::js_only{
		SpriteFlexjs.renderer = new WebGLRenderer;
		SpriteFlexjs.wmode = "gpu batch";
	}
	
	
	// Add event for main loop
	addEventListener(Event.ENTER_FRAME, Update, false, 0, true);
	
	// Define the gravity vector
	var gravity:b2Vec2 = new b2Vec2(0.0, 10.0);
	
	// Allow bodies to sleep
	var doSleep:Boolean = true;
	
	// Construct a world object
	m_world = new b2World( gravity, doSleep);
	
	// set debug draw
	var debugDraw:b2DebugDraw = new b2DebugDraw();
	
	drawShape = new Sprite;
	addChild(drawShape);
	
	debugDraw.SetSprite(drawShape);
	debugDraw.SetDrawScale(30.0);
	debugDraw.SetFillAlpha(0.3);
	debugDraw.SetLineThickness(1.0);
	debugDraw.SetFlags(b2DebugDraw.e_shapeBit | b2DebugDraw.e_jointBit);
	debugDraw.SetFlags(0xffffffff);
	m_world.SetDebugDraw(debugDraw);
	m_world.DrawDebugData();
	
	
	
	// Vars used to create bodies
	var body:b2Body;
	var bodyDef:b2BodyDef;
	var boxShape:b2PolygonShape;
	var circleShape:b2CircleShape;
	
	
	
	// Add ground body
	bodyDef = new b2BodyDef();
	//bodyDef.position.Set(15, 19);
	bodyDef.position.Set(10, 12);
	//bodyDef.angle = 0.1;
	boxShape = new b2PolygonShape();
	boxShape.SetAsBox(30, 3);
	var fixtureDef:b2FixtureDef = new b2FixtureDef();
	fixtureDef.shape = boxShape;
	fixtureDef.friction = 0.3;
	fixtureDef.density = 0; // static bodies require zero density
	// Add sprite to body userData
	body = m_world.CreateBody(bodyDef);
	body.CreateFixture(fixtureDef);
	
	// Add some objects
	for (var i:int = 1; i < 10; i++){
		bodyDef = new b2BodyDef();
		bodyDef.type = b2Body.b2_dynamicBody;
		bodyDef.position.x = Math.random() * 15 + 5;
		bodyDef.position.y = Math.random() * 10;
		var rX:Number = Math.random() + 0.5;
		var rY:Number = Math.random() + 0.5;
		body = m_world.CreateBody(bodyDef);
		// Box
		if (Math.random() < 0.5){
			boxShape = new b2PolygonShape();
			boxShape.SetAsBox(rX, rY);
			fixtureDef.shape = boxShape;
			fixtureDef.density = 1.0;
			fixtureDef.friction = 0.5;
			fixtureDef.restitution = 0.2;
			body.CreateFixture(fixtureDef);
		} 
		// Circle
		else {
			circleShape = new b2CircleShape(rX);
			fixtureDef.shape = circleShape;
			fixtureDef.density = 1.0;
			fixtureDef.friction = 0.5;
			fixtureDef.restitution = 0.2;
			body.CreateFixture(fixtureDef);
		}
	}
}

public function Update(e:Event):void{
	graphics.clear();
	graphics.beginFill(0xffffff);
	graphics.drawRect(0, 0, stage.stageWidth, stage.stageHeight);
	
	m_world.Step(m_timeStep, m_velocityIterations, m_positionIterations);
	
	m_world.DrawDebugData();
	
}

public var m_world:b2World;
public var m_velocityIterations:int = 10;
public var m_positionIterations:int = 10;
public var m_timeStep:Number = 1.0/30.0;

}
}

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