package { import flash.display.Sprite; import flash.events.Event; import flash.display.StageScaleMode; import flash.display.StageAlign; import flash.geom.Point; public class animation_ch11_Billiard4 extends Sprite { private var ball0:animation_ch11_Ball; private var ball1:animation_ch11_Ball; private var bounce:Number = -1.0; public function animation_ch11_Billiard4() { 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 pos0:Point = new Point(0, 0); // rotate ball1's position var pos1:Point = rotate(dx, dy, sin, cos, true); // rotate ball0's velocity var vel0:Point = rotate(ball0.vx, ball0.vy, sin, cos, true); // rotate ball1's velocity var vel1:Point = rotate(ball1.vx, ball1.vy, sin, cos, true); // collision reaction var vxTotal:Number = vel0.x - vel1.x; vel0.x = ((ball0.mass - ball1.mass) * vel0.x + 2 * ball1.mass * vel1.x) / (ball0.mass + ball1.mass); vel1.x = vxTotal + vel0.x; // update position pos0.x += vel0.x; pos1.x += vel1.x; // rotate positions back var pos0F:Object = rotate(pos0.x, pos0.y, sin, cos, false); var pos1F:Object = rotate(pos1.x, pos1.y, sin, cos, false); // adjust positions to actual screen positions ball1.x = ball0.x + pos1F.x; ball1.y = ball0.y + pos1F.y; ball0.x = ball0.x + pos0F.x; ball0.y = ball0.y + pos0F.y; // rotate velocities back var vel0F:Object = rotate(vel0.x, vel0.y, sin, cos, false); var vel1F:Object = rotate(vel1.x, vel1.y, sin, cos, false); ball0.vx = vel0F.x; ball0.vy = vel0F.y; ball1.vx = vel1F.x; ball1.vy = vel1F.y; } } private function rotate(x:Number, y:Number, sin:Number, cos:Number, reverse:Boolean):Point { var result:Point = new Point(); if(reverse) { result.x = x * cos + y * sin; result.y = y * cos - x * sin; } else { result.x = x * cos - y * sin; result.y = y * cos + x * sin; } return result; } } }