package { import flash.display.Sprite; import flash.events.Event; import flash.display.StageScaleMode; import flash.display.StageAlign; public class animation_ch11_Billiard3 extends Sprite { private var ball0:animation_ch11_Ball; private var ball1:animation_ch11_Ball; private var bounce:Number = -1.0; public function animation_ch11_Billiard3() { init(); } private function init():void { stage.scaleMode = StageScaleMode.NO_SCALE; stage.align = StageAlign.TOP_LEFT; ball0 = new animation_ch11_Ball(150); ball0.mass = 2; ball0.x = stage.stageWidth - 200; ball0.y = stage.stageHeight - 200; ball0.vx = Math.random() * 10 - 5; ball0.vy = Math.random() * 10 - 5; addChild(ball0); ball1 = new animation_ch11_Ball(90); ball1.mass = 1 ball1.x = 100; ball1.y = 100; ball1.vx = Math.random() * 10 - 5; ball1.vy = Math.random() * 10 - 5; addChild(ball1); addEventListener(Event.ENTER_FRAME, onEnterFrame); } private function onEnterFrame(event:Event):void { ball0.x += ball0.vx; ball0.y += ball0.vy; ball1.x += ball1.vx; ball1.y += ball1.vy; checkCollision(ball0, ball1); checkWalls(ball0); checkWalls(ball1); } private function checkWalls(ball:animation_ch11_Ball):void { if(ball.x + ball.radius > stage.stageWidth) { ball.x = stage.stageWidth - ball.radius; ball.vx *= bounce; } else if(ball.x - ball.radius < 0) { ball.x = ball.radius; ball.vx *= bounce; } if(ball.y + ball.radius > stage.stageHeight) { ball.y = stage.stageHeight - ball.radius; ball.vy *= bounce; } else if(ball.y - ball.radius < 0) { ball.y = ball.radius; ball.vy *= bounce; } } private function checkCollision(ball0:animation_ch11_Ball, ball1:animation_ch11_Ball):void { var dx:Number = ball1.x - ball0.x; var dy:Number = ball1.y - ball0.y; var dist:Number = Math.sqrt(dx*dx + dy*dy); if(dist < ball0.radius + ball1.radius) { // calculate angle, sine and cosine var angle:Number = Math.atan2(dy, dx); var sin:Number = Math.sin(angle); var cos:Number = Math.cos(angle); // rotate ball0's position var x0:Number = 0; var y0:Number = 0; // rotate ball1's position var x1:Number = dx * cos + dy * sin; var y1:Number = dy * cos - dx * sin; // rotate ball0's velocity var vx0:Number = ball0.vx * cos + ball0.vy * sin; var vy0:Number = ball0.vy * cos - ball0.vx * sin; // rotate ball1's velocity var vx1:Number = ball1.vx * cos + ball1.vy * sin; var vy1:Number = ball1.vy * cos - ball1.vx * sin; // collision reaction var vxTotal:Number = vx0 - vx1; vx0 = ((ball0.mass - ball1.mass) * vx0 + 2 * ball1.mass * vx1) / (ball0.mass + ball1.mass); vx1 = vxTotal + vx0; x0 += vx0; x1 += vx1; // rotate positions back var x0Final:Number = x0 * cos - y0 * sin; var y0Final:Number = y0 * cos + x0 * sin; var x1Final:Number = x1 * cos - y1 * sin; var y1Final:Number = y1 * cos + x1 * sin; // adjust positions to actual screen positions ball1.x = ball0.x + x1Final; ball1.y = ball0.y + y1Final; ball0.x = ball0.x + x0Final; ball0.y = ball0.y + y0Final; // rotate velocities back ball0.vx = vx0 * cos - vy0 * sin; ball0.vy = vy0 * cos + vx0 * sin; ball1.vx = vx1 * cos - vy1 * sin; ball1.vy = vy1 * cos + vx1 * sin; } } } }