frame(s)


  
  private function frame(event:Event):void {
  var h:Number = systemManager.stage.height;
  var w:Number = systemManager.stage.width;
   
  
  for(var i:uint = 0; i < smax; i++) {
  
  vx = avx[i]; vy = avy[i];
  var dx:Number = 0; //Math.random() * 2 - 1;
  var dy:Number = 0; //Math.random() * 2 - 1 ;
  vx += dx; vy += dy + gravity;
  var s:Number = w/800;
  
  var left:Number = 0;
  var right:Number = myVid.width;
  var top:Number = 0;
  var bottom:Number = myVid.height;
  
  oval.centerX = right/2;
  oval.centerY = bottom/2;
  oval.radiusX = right/3;
  oval.radiusY = bottom/4;
  oval.adjust(s);
  
  //cloud.x = right / 2;
  //cloud.centerX = right/2;
  //cloud.centerY = bottom/2;
  //cloud.radiusX = right/3;
  //cloud.radiusY = bottom/4;
  //cloud.size = s;
  
  // for(var i:uint = 0; i < 2; i++) {
   var ball:Sprite = sprites[i];
   var bounds:Rectangle = ball.getBounds(myVid);
  
   ball.x += vx;
   ball.y += vy;
   var cx:Number = bounds.x + bounds.width/2;
   var cy:Number = bounds.y + bounds.height/2;
   
   if (has_collide == 1) { 
   for(var j:uint = i; j < smax; j++) {    
   var other:Rectangle = sprites[j].getBounds(myVid);
   var ocx:Number = other.x + other.width/2;
   var ocy:Number = other.y + other.height/2;
   
   if (((bounds.right > other.left && cx < other.left) && ((bounds.bottom > other.top && cy < other.top) || (bounds.top < other.bottom && cy > other.bottom)) ) ||   
    ((bounds.left < other.right && cx > other.right) && ((bounds.bottom > other.top && cy < other.top) || (bounds.top < other.bottom && cy > other.bottom))) )
   {
      var ddx:Number = cx - ocx;
      var ddy:Number = cy - ocy;
      if (ddx*ddx < ddy*ddy) {
      vx *= bounce; avx[j] *= bounce;
      ball.x += 3 * vx;
      } else { vy *= bounce; avy[j] *= bounce;
      ball.y += 3 * vy;  
      }
    }
   }
   }
          
   if((bounds.right > right) || (bounds.left < left))
        {   
            vx *= bounce;
            ball.x += 5 * vx;
        }
        
        if((bounds.bottom > bottom) || (bounds.top < top))
        { 
            vy *= bounce;
            ball.y += 5 * vy;
        }
        avx[i] = vx; avy[i] = vy;
        }                              
   }